By Jason Levine (pkitty@cris.com)
The Thaumaturgist must always be inside the area of effect when casting these powers (except Call Lightning), though not necessarily in the center of it. The weather takes about one minute per point of success to build up. After casting, he may leave the area. The area of effect shrinks gradually, losing one "success" worth of area every half-hour, unless the vampire spends a blood point.
All powers in this path (except Call Lightning) can also be used to dispel the stated conditions; i.e., Fog can be used to clear up a foggy night as well. If the current weather was created artificially, the difficulty will be easier than if the weather is occurring naturally.
System: The character must spend one blood point and roll Manipulation + Stealth. Creating fog on a clear night, in an area with normal humidity, is difficulty 7. On a damp, chilly night, it would be difficulty 4. If fog is already present, the base difficulty is 2. This is for regular fog, which limits vision to about 30 yards. Thick fog, which limits vision to about 5 yards, would be +2 difficulty. Pea soup, which barely lets you see your hand in front of your face, would be +4 difficulty. It is also possible to summon fog inside a building or other enclosed area, at +2 difficulty. The area affected depends on the successes achieved; use the one before the slash outdoors, and the one after the slash indoors (at the higher levels, the fog creeps into all affected buildings).
1 success | 20 yard radius/one room |
2 successes | 80 yard radius/one floor |
3 successes | 200 yard radius/one building |
4 successes | 1/2 mile radius/one block |
5 successes | 1 mile radius/neighborhood |
System: The character must spend one blood point and roll Manipulation + Survival. Making rain with few clouds in the sky, in an area with normal humidity, is difficulty 7. Partially cloudy would be 6, cloudy would be 5, and overcast would be 4. For +4 difficulty, you can summon torrential rain that (in some areas) threatens to cause flooding. The radius affected depends on the successes achieved.
1 success | 100 yards |
2 successes | 300 yards |
3 successes | 1/2 mile |
4 successes | 1 mile |
5 successes | 5 miles |
System: The vampire must spend one blood point and roll Strength + Survival. Summoning winds is fairly easy to do anywhere; your minimum difficulty is only 4. More violent winds have higher difficulties (maximum 9). Every turn, all those in the area must roll Strength against the same difficulty to keep their feet and act normally (you roll against half the original difficulty, rounded up). Potence does not add successes, but each level reduces the difficulty by 1 (to a minimum of 2). The radius affected depends on the successes achieved.
1 success | 20 yards |
2 successes | 80 yards |
3 successes | 200 yards |
4 successes | 1/2 mile |
5 successes | 1 mile |
System: The character must spend one blood point and roll Stamina + Survival. If a storm is already in progress, the difficulty for regular hail is 4. In potential storm conditions, refer to Rain, above, adding +1 difficulty. Golfball-sized hail can be summoned, at +2 difficulty; this inflicts one health level of damage per turn. Baseball-sized hail can be summoned, at +4 difficulty; this inflicts two health levels of damage per turn. Adequate cover can prevent this damage completely. The radius affected is the same as for Wind, above.
System: The character must spend one blood point and roll Perception + Survival. Trying to call lightning from a clear sky is difficulty 10. The difficulty of calling lightning during a storm ranges from 8 (light clouds and rain) to 4 (overcast clouds with several natural lightning bolts). Apply any modifiers for the target's distance, cover, etc. The target can dodge; even if hit, this may reduce the damage. The damage done is 5 dice, plus 1 die for every success; this is aggravated damage.