By Chris Pullen (negative_image@hotmail.com)
System: No roll is necessary other than the initial Willpower roll.
System: Assuming the success of the Willpower roll, the thaumaturge may walk across any sufficiently calm body of water, be it a puddle or an ocean. The traveler may walk indefinitely as long as he keeps moving and providing stable weather conditions (see Weather Control. Guide to the Camarilla pages 108-109).
System: The traveler must spend a Point of Willpower at the activation of this power. At supersonic speed, the protective shield surrounding the traveler is of sufficient area to incur a sonic boom. Once activated, the traveler may use this level until she dispels it or suffers any aggravated damage such as from the rising sun. The thaumaturge may hover or otherwise float, and may, in this capacity, carry another individual. At any speed greater than 50 mph, any passengers will begin to suffer damage from friction and debris in the air. Low speeds (200 mph or less) can be endured with minimal damage (1 bashing every 3 turns) while medium speeds (between 200mph and 750 mph-lethal) cause greater damage. Speeds surpassing that cause aggravated damage through sheer friction. The traveler's shield will not protect any passengers and speedy travel for them would quickly become fatal.
System: The traveler must spend one Willpower Point. An Intelligence roll may be required by the Storyteller to accurately reach her destination.
System: No additional roll is required, but at the activation of this level, the traveler must begin walking, and cannot stop again until they have reached safety from the sun's rays. In the interim, she is immune to sunlight damage as long as she keeps moving. This level may only be activated between each sunrise and sunset. If at any point, the traveler is forced to stop, the protection is lost and full damage is incurred. This only applies to walking, and other self-propulsion. No mechanical means of transportation may be used (this does not exclude other levels of this Path).