Mirror Reflex (elder)
This power taps into the physical reflexes of an opponent, allowing the vampire to anticipate an enemy's action in personal combat. At the beginning of any turn of combat, you may spend a blood trait and engage in a mental vs. physical challenge with a specific character (Retest Investigation for you, Brawl for them). Success means that the character targeted may not use any physical based retests (i.e. Brawl, Survival, Dodge, Might) for the rest of the turn. Additionally, the opponent must declare his victory conditions for the challenge before you.
The Oracle's Sight (asc.)
This functions as per Prediction, except it allows the user to clearly read the thoughts of those around the user. The user need only focus on one individuals for a moment to clearly understand the surface thoughts. As well the range is increased to 50 ft. surrounding the user.
Counterstrike (elder)
After attacked in Melee Range, spend 1 blood trait to gain a free attack back against attacker.
Flawless Parry (elder)
Upon activation, the user may only take defensive (dodge) actions for the remainder of the round, and the amount of actions must be specified at the moment of activation. The first dodge is considered to be automatically won, and each additional dodge costs a blood point per action being parried. This total may exceed the users Celerity rating by one. Use of a parry must be called for before the challenge.
The Unseen Storm (asc.)
The player spends one blood point to activate the Unseen Storm and must continue to spend one blood each turn she wants the power to continue. This expenditure does count against the maximum number of blood that can be spent in a turn. The character may not use any other Celerity powers (other than taking extra actions) while maintaining the Unseen Storm. A person fighting a character using this power counts as blind, while the user automatically blindsides her opponent. The user cannot be seen by anyone who does not possess more Auspex than her Celerity, and she can attack and otherwise interact without becoming visible.
Permanence
Permanence is intended to function ONLY for Ignis Fatuus and Fata Morgana, not for higher levels of Chimerstry. This is the case for the tabletop books (Vampire the Masquerade (Revised), p. 154; V20, p. 145), but was omitted from the LARP books. We are treating this as an oversight and Permanence will function only for illusions created with the first two Basic levels of Chimerstry.
Cursed Mind
Auspex 4 / Ogham 3
MET Cost: 10xp
You are able to force the image of the rune into their mind triggering the curse. You must spend the 3 blood to Inscribe the Curse (victim's name and effect on the appropriate location). When in the presence of your target, you may spend 1 Willpower and engage the target in a mental challenge. If successful, the image of the rune is pushed into their mind and they are affected as if seeing the rune itself.
Hive Mind
Auspex 6 / Dominate 6
MET Cost: 18xp
You are able to possess another body telepathically without relinquishing control or awareness of your own body. All expenditures for possession remain unchanged. However, Hive Mind has the additional benefit of being able to possess additional bodies, provided you are willing to pay the costs of each. Even then, you may not possess more bodies than your total permanent Willpower.
Illustrious Infinity
Temporis Level 5 / Presence Level 5
MET cost: 11 XP
Utilizing the ability to exude your will on people in the surrounding area, an acolyte of Temporis can turn Clotho’s Gift outward into the immediate area to foes and allies alike. However as with all Temporis the cost is far more taxing than using such a gift on yourself. This power was discovered by an individual during great times of duress and danger. Often needing to save others as much as himself, or give his enemies momentary pause.
System: Spend a willpower trait and engage in a mass social challenge against those within your Majesty’s radius you wish to affect. All within your radius must participate in this challenge relenting is not an option. (Or Stand Against the World, Faith and Fire). If successful they may then cause each individual target to become suspended in time for one action. Each action you suspend in this fashion causes one level of unsoakable lethal damage to you. Thus if you attempt to suspend 3 targets for 1 action that round, it will cause 3 levels of lethal damage to you. Attempting to slow down or suspend time for use of this power is an action.
While suspended the target can not be harmed or affected in any way. Fire ceases to burn them, physical objects do not interact with them, they are temporarily removed from the time stream. This can be useful in saving a burning ally or pausing an enemy to set up a better ambush. Powers such as Celerity, Rage, Time Magic may make controlling an individual and shutting them down for a turn difficult, but you may take additional lethal on a one for one basis per action against those targets. All follow up actions will still happen as they all move at the same “time”.
Illustrious Infinity has one very unique effect with powers such as Clotho’s Gift or Time Magic that removes one from the stream of time. Should you attempt to use this power on someone else, or yourself while under such influence of one such effect you will find both of you shunted from the time stream and able to affect each other normally while everyone else in the area is unable to affect either of you.
Plausible Deniability
Obfuscate 6 / Dominate 3; prerequisite: Mind Blank
MET Cost: 15xp
By staring into your own reflection, you are capable of altering your own memories, allowing you to conceal your mind even from yourself. You may rewrite your own memories in 15 minute increments with a static mental challenge (win or tie). Anyone attempting to read your mind to get at the truth (in addition to the usual hurdles of Mind Blank) must beat you in two additional Mental Challenges to determine that your memories have been fabricated. Failure at either test convinces them that the memories have not been tampered with. Additionally, you may set a trigger (per Mesmerism) to restore the memories to their original, unaltered form.
Master of All Forms
Protean 4, Vicissitude 4, Serpentis 4
MET Cost: 13xp
System: This Combination Discipline allows you to use any and all form powers at the same time as another, even those that do not stack. You have become a complete master of your shape and no longer suffer the restrictions of one form type and you gain all of the benefits and drawbacks of each you use at the same time. 12 weeks to Research
Warlocks Possession (elder)
Spend a Willpower trait & make a mental challenge after establishing Physical contact with a suitable subject to take control of the body (as defined per Possession). No additional expenditures are required to access all non-physical based Disciplines
Ironhide Resilience (elder)
Permanently gain +1 Healthy health level and ignore Bruised wound penalties.
Undead Resilience (elder)
You win all ties on stamina related challenges to absorb damage.
Ironbark Resilience (master)
Gain +2 Additional Health Levels
Veil The Legions (master)
The vampire may conceal one dot of Domain Security for each point of Stealth they possess, plus each level of Obfuscate. No test is necessary to create the veil, but anyone may attempt to break the veil with a Mental challenge (their Investigation + Auspex vs. your Stealth + Obfuscate). Sounds of movement and speaking do not break the veil, but combat will break it as usual.
Chimerical Form (asc.)
Prerequisites: Gemini’s Mirror, Visit Faerieland
Growing from the power to create illusory doubles and travel to the dreaming, the vampire has learned to blur the lines between the physical and the dream. By spending a Willpower and winning a static mental challenge against the local Banality, the user is able to actually transform themselves into a Chimera. He may revert to his physical form at will. The true benefit of the power, however, comes when combined with Gemini’s Mirror. By spending an additional Blood trait, in addition to the usual activation, the Gemini Mirror is created as a self-aware Chimerical duplicate of the user which is free to act independently of the user. Once in Chimerical form themselves, the user can spend a Willpower to solidify any of the mirrors into his physical form (there can only be one “real” version). Any chimerical mirrors can be dismissed at will.
Eclipse (meth.)
Surpassing the usual limitations of Obfuscate, a wielder of Eclipse is capable of acting as normal without breaking their concealment. Attacking no longer automatically reveals the vampire, but the target and any bystanders may engage in a mental challenge to attempt to see the vampire. Onlookers must defeat him in an additional mental challenge each round if they wish to keep him in sight. Any who fail are considered surprised in subsequent rounds.
Master of the Forge (elder) Items forged with this lack the standard sheen of a metal object and are unbreakable by Elder or lower Potence. This adds 1 Lethal to any weapon forged with this power, and an additional 2 health levels to any armor forged with this power. Outrage (elder) All attacks that use potence deal an extra level of damage.
Fenris Talons (elder)
Simple test for 1 extra wound, mass trauma and shield destroy, unbreakable, 2 bonus traits for climbing
Spiritus is a Discipline unique to the Ahrimanes bloodline that allows them to interact with animalistic spirits. At its most basic levels it allows the vampire to speak with and summon spirits, but at higher levels power can be channeled from them to strengthen the Ahrimane.
Read more: Spiritus
Basic 1: Aid from Spirits
Spirits are everywhere, but invisible to most living and unliving beings. This power allows the vampire to briefly rouse the spirit of an object, making that object perform its intended function better or more efficiently. It in no way makes the spirit well-disposed to the vampire.
System: Touch the object, and spend (1) Blood trait and make a Social Challenge (retest Occult) vs the object. An object has a number of traits = 3x it’s rating or bonus traits it offers, whichever is higher. A basic sword that offers +3 traits is a difficulty 9 challenge. A legendary 7 point Artifact is a difficulty 21 challenge. Success means that the object does what it does better for your next challenge, netting you a Free Retest on your NEXT challenge with said object. This effect will last for the next scene and if unused it vanishes. You can not stack this on the same object, but you can enchant multiple objects in the same scene.
Basic 2: Summon Spirit Beasts
With this power, the user can summon up the spirit of an animal indigenous to the area and send it to do what comes naturally to it. The spirit assumes the corporeal form of the appropriate animal, and is capable of whatever the animal would normally be able to do. The animal can follow simple telepathic commands, and is slightly more intelligent than a normal animal would be (but not as intelligent as a person)
System: Spend (1) Blood Trait and spend a number of social traits up to a maximum of 5. You summon a single spirit animal that must be native to the area. It’s stats function exactly like a normal animal except it’s mental traits are higher and it can communicate telepathically with you. It has the same health levels as a normal animal of it’s type only it dissipates when it dies. 1 Social Trait = 1 Turn. 2 Social Traits = 1 minute. 3 Social traits = 1 scene. 4 Social Traits = 1 Day. 5 Social Traits = 1 Week.
Intermediate 1: Aspect of the Beast
The Vampire Emulates aspect of the spirits herself, provided the spirits she uses are local to the area.
System: Spend 1 Blood Trait and 1 Social Trait per grade of success. Using the same duration chart as Summon Spirit Beasts. This power is very versatile allowing you to mimic the effects of any animal native to the area and any aspect of them. As a rule of thumb, any aspect of the beast will enhance a challenge by +3 traits, a free retest, an extra health level, an extra courage, or a special ability such as venom, tracking, etc etc. It is possible to have multiple aspects of various animal powers active at once if you spend the requisite amount of Blood and Social Traits.
Intermediate 2: Engling Fury
Spirits are abound in everything from one’s shirt to the very air around you. The user of this can take those spirits into herself, break them down, and refresh her own mental reserves. This destroys the spirits but no repercussions have been reported... yet.
System: The player makes a Social Challenge vs 3x the local gauntlet rating. This action takes an action. Success means the user finds a small spirit and eats it refreshing either 1 Willpower or 1 Social Trait. You can attempt this challenge every turn and simply consume another spirit. You can attempt to eat a larger spirit, thus netting you more willpower or social traits. Each trait of Spirit Lore you expend allows you to find a fatter spirit or a better area and to refresh additional traits.
Advanced: The Wild Beast
The user grows leaner, lithe, and strong. She hunches over slightly, her eyes become slitted and catlike, she grows vicious claws on her hands. Her features become slightly feline, and in this form she is an even more formidable predator than usual.
System: Spend (2) Blood Traits. The vampire gains +7 Physical Traits (Lithe x2, Quick, Graceful x2, Tough, and Brutal), the Negative Trait Feral, and the character can only engage in Intimidation related Social Challenges. The vampire’s bite now inflicts an additional level of damage and claws that deal aggravated damage. The character can see in the dark normally, and all difficulties based on perception gain a +2 bonus.
Rockheart (Level Seven)
For one blood trait and a willpower lasting a scene your innards become rocklike. You are considered to have double Health Levels against physical attacks that do piercing or bashing damage. To stake you, your attacker must at least have Puissance. (Note: If this power is used in conjunction with Flesh of Marble no extra Health Levels are gained, but it now takes three tests to stake you).
Stone Strength (Level Seven)
For one blood trait lasting a scene your flesh hardens and takes on a very distinct rocklike quality. Every manifestation of this power is different in appearance. For some it results in a look of polished marble, while others resemble rough granite. Your skin becomes rock hard and pain is deadened, giving you the extra Physical Trait Tough (above and beyond the maximum allowed by generation). You are immune to wound penalties and take only half damage from fire.
Crawling Chamber (Level Seven)
By spending three blood traits, the Gargoyle may animate an approximately 10 by 10 volume of stone, giving it a base sentience and allowing it to ooze, reshape itself and even attack foes. Statues and the like may be animated as well. The Gargoyle spends 3 blood traits and the “animated” rock has 10 physical traits with Brawl x2, Survival x2, and Dodge. This power lasts for a scene or hour, whichever comes first.
Capable of great destruction and great healing, the earth is the womb of life and the sepulcher of death. It drinks all blood spilled upon its soil and so mirrors the vampire. It is by association with the earth as a source of strength that a koldun enacts his will.
Read more: Way of Earth
• Grasping Soil (Player’s Guide to High Clans, pg.183)
System: The Players throw a Physical Challenge, retested with Koldunic Sorcery. If the Koldun succeeds, the victim is trapped in place for a number of rounds equal to the levels of Way of Earth possessed by the Koldun. The Victim may attempt to break free each round by attempting to defeat the Koldun in a Physical Challenge. In addition to immobilizing a victim, a Koldun may also make an attack with this power instead. The Koldun performs a Physical Challenge, retested with Koldunic Sorcery. Success causes 2 levels of Lethal Damage to the victim.
•• Endurance of Stone (Player’s Guide to High Clans, pg. 184)
System: The Koldun spends a Blood Trait and, for the next scene or hour, gains two additional Stamina-related Physical traits.
••• Hungry Earth (Player’s Guide to High Clans, pg.184)
System: The Koldun spends a Blood trait and performs a Physical Challenge, retested with Koldunic Sorcery, against his victim. Should he succeed, the victim is trapped underneath the soil for a number of turns equal to the Koldun’s levels of Way of Earth. Additionally, all victims so entombed must make a Physical Challenge each turn, difficulty of the Koldun’s current Physical Traits, or else suffer one level of Lethal Damage.
•••• Root of Vitality (Player’s Guide to High Clans, pg. 184)
System: The Koldun may spend one Blood to heal 2 health levels of Bashing Damage, 1 Blood for one health level of Lethal Damage, or 1 Blood and two temporary Physical Traits for each level of Aggravated Damage while his target is in the soil (including himself). There is no activation test or successes needed. The target must be willing. It takes one turn per bashing healed, 1 minute per lethal healed, and one hour per aggravated healed. Once complete or interrupted through excavation, the target is transported to the surface of the earth.
••••• Kupala's Fury (Player’s Guide to High Clans, pg. 184)
System: The Koldun spends a Blood Trait and a Willpower and a number of Physical Traits to determine the area of effect, as per the chart below. Anything in this area of effect takes 5 levels of Lethal Damage, which may only be soaked. To soak this damage, the victim must perform a Physical Challenge at the difficulty of the Koldun’s Physical Traits.
Physical Traits Area of Effect
1 One Structure
2 Five Structures
3 A resident street
4 Half a city block
5 A full city block
The ancient anathema of vampires, the element of fire offers the most powerful and dangerous tool available to koldun. The Way of Fire shares aspects with the Way of Earth in that it focuses more on magma and fiery rock than pure, naked flame. Koldun never risk Rötschreck from fire and magma they conjure, though any secondary fires may engender the Red Fear. (Player’s Guide to High Clans, pg. 188)
Read more: Way of Fire
• Fiery Courage
System: Once learned this power is permanent. The Koldun subtracts his levels in Way of Fire from Courage tests to run from flames. If this would make the test 2 traits or less, the Koldun need not test to run from the flame. This only works against fire.
•• Combust
System: To attack a person with this power requires a Blood Trait and a Social versus Physical Challenge, retested with Koldunic Sorcery. To effect a person, the Koldun must bid two additional traits in the challenge. Should the Koldun succeed, the victim suffers 1 level of Aggravated Damage. Additionally, the Koldun may now throw a number of simple tests (win or tie) equal to his rating in the Way of Fire to score additional levels of Aggravated damage on the attack. You can make only one fiery attack per turn and the victim can dodge the attack, but not soak it.
••• Wall of Magma
System: This power lasts a number of turns equal to the Koldun’s rating in the Way of Fire and costs a Blood trait to enact. The Courage Test is difficulty 4. The Koldun may form shapes other than a ring of magma. The Koldun spends 1 temporary Mental Trait to summon a different shape. Being within 10’ of the wall causes 1 level of aggravated damage per turn. Touching, passing through, or remaining in the wall causes 3 levels of aggravated damage per turn. Damage from the wall is only soakable through supernatural means.
•••• Heat Wave
System: This power requires a Blood Trait and a Social versus Physical Challenge against the target, retested with Koldunic Sorcery. The victim suffers 5 lethal damage and loses 5 blood traits if it is a vampire. Anyone slain with this power withers into a mummified husk.
••••• Volcanic Blast
System: It costs a Willpower and a Blood Trait to activate this power. If the Koldun wishes to hit a target with this power, they must defeat them in a Social versus Physical Challenge, retested with Koldunic Sorcery. The volcano lasts a number of rounds equal to the number of Social traits spent after the challenge. Those who fail this challenge suffer 3 levels of Aggravated Damage a round for as long as this power is active. Items that fall into the lava survive for the duration of their health levels before being destroyed. If an item is destroyed, it is trapped in the rock after the magma cools at the end of the duration.
The element of Spirit binds and transcends the four elements of the material world. Spirit is life in all its purest and most debased forms. It flows sluggishly in the blood of vampires and dances in the currents of wind and water. It burns in every flame and shakes the foundations of the earth. Ancient koldun learned to extend the spirit of their blood into the world around them, joining and dominating the ambient living essence for a brief time. Unto itself, the Way of Spirit grants preternatural awareness over a wide area. The true power of the art, however, lies in channeling other manifestations of Koldunic Sorcery. A master koldun may whisper his thoughts to the edge of his domain and strike down intruders with tempest, fire and devouring earth. His mystical will is law unto the very edge of his bloated spirit.
Read more: Way of Spirit
• To ••••• (Player’s Guide to the High Clans, pg. 189)
System: This power requires a Blood Trait and a static Social Challenge difficulty of 6 plus the level trying to be activated (so for level 5, for example, it would be difficulty 11). This power lasts for one scene/hour per level of the Way of Spirit the Koldun knows. This power also functions for the rules of “Auspex versus Obfuscate” in Laws of the Night, where Auspex is replaced with Way of Spirit to detect hidden things and beings.
Way of Spirit may go above Advanced Level. Indeed, it may go all the way up to Methuselah Discipline level. For every two levels above Second intermediate, the Koldun must bid one additional Trait on all Empathy challenges. In addition, Way of Spirit allows the user to view into the Umbra as well as the Material World. To do so simply requires the Koldun to focus on the realm he wishes to view. A Koldun can only focus in on one plane of existence at a time. Focusing in the Umbra causes a -2 penalty to detect the “Real World.” Being able to view the Umbra in this manner allows a Koldun to “see,” “hear,” and communicate with the spirits that reside there. It should be noted that while a Koldun may “see,” “hear,” and “feel” everything in his radius, this does not mean all at once.
A Koldun using this power in a radius greater than Way of Spirit 1 provides suffers a 2 trait penalty on all challenges near its body and is considered similar to being Astrally Projected through Aspex. It takes concentration to use Way of the Spirit and all of the sensations in the viewed radius are not instantaneous. As such, if you focus further than Way of Spirit 1 away from your body, you are vulnerable to attack and cannot perform actions in your personal vicinity (unless you are using other Koldunic sorcery paths or break concentration and end the power).
Think of it more like Google Earth: you can get a large picture from above, but you have to zoom in and focus on things to really get what you want. Additionally, while this Way of Koldunic Sorcery allows for other Koldunic Sorcery powers to be used through it; all such uses requires 1 temporary Willpower point per power used each time through Way of Spirit. This in addition to any normal costs associated with the Koldunic Sorcery power.
Largely practiced by koldun with havens near large water sources such as the Black Sea or Plain Lakes, this way can raise watery spirit slaves and dash a ship to splinters. More subtly, the vampire may lurk in the depths or conjure illusions to confound and bedazzle his foes. (Player’s Guide to High Clans, pg. 187)
Read more: Way of Water
• Pool of Lies
System: This power requires a Mental Challenge against its target, retested with Koldunic Sorcery, and 1 Blood Trait. The Koldun may spend two temporary Mental Traits per additional scene they wish for the illusion to last. It cannot leave the borders of the body of water and dissipates into mist once the duration is concluded. It must be recast after that to recapitulate the illusion.
•• Watery Haven
System: It costs a Blood Trait and two temporary Mental Traits for the Koldun to inter itself in the water like Protean: Earth Meld. While in the water it is protected from the ravages of the day. The water must be at least 2 feet deep and sized the dimensions of the Koldun’s body. In addition, a target looking for a submerged Koldun may make a Mental Challenge versus the caster, retested with Koldunic Sorcery to see him in the body of water.
••• Fog over Sea
System: The Koldun spends a Blood Trait in addition to one temporary Mental Trait per hour or scene they wish to walk on the surface of the water. The Koldun can drop the effect at anytime to submerge or swim. It must spend a Mental Trait to resume the power again.
•••• Minions of the Deep
System: The caster performs a static Mental Challenge, difficulty of 9, retested with Koldunic Sorcery. The Koldun then spends a variable number of Blood Points and temporary Mental Traits. Each blood trait spent summons one Minion of the Deep, up to a max of the number of temporary Mental Traits spent. If the minion leaves the body of water it is created in, it takes one level of aggravated damage per hour until it is destroyed or returns to that body of water. The water elementals only last until the next dawn.
A Minion of the Deep has the following stats:
Physical: Equal to the Koldun’s permanent Mental Traits
Mental: Equal to the Koldun’s permanent Mental Traits only in passive or defensive situations
Social: Equal to the Koldun’s permanent Mental Traits only in passive or defensive situations
Abilities: Stealth equal to the permanent level possessed by the Koldun
Special: Fire Damage only inflicts Bashing Damage to them, regenerate one level of damage each round if they are by or in a large body of water.
Health Levels: Equal to the Koldun’s permanent Willpower rating.
Damage: Minions of the Deep inflict one level of Lethal Damage per hit.
••••• Doom Tides
System: The Koldun performs a Static Mental Challenge, retested with Koldunic Sorcery at a difficulty of 11 and spends a temporary Willpower Trait and a Blood Trait. Should he succeed, he may spend a variable number of temporary Mental Traits. Each Trait increases the size by 10 feet and adds 5 Physical Traits to the Doom Tide. The Doom Tide has a base Physical Trait score of 15 (+5 for every Mental Trait spent). Victims wishing to break free must defeat this difficulty to do so. Living beings drown normally. Vampires are simply trapped within for the duration of the scene.
Subtler than mastery over earth, this way evokes the air in the breath of the living and the last rattle of a dying man. In stillness or motion, koldun turn all aspects of air to their unliving design. (Player’s Guide to High Clans, pg. 185)
Read more: Way of Wind
• Breath of Whispers
System: The Koldun spends a Blood Trait and the power is active for a scene. Each Temporary Mental Trait spent allows the Koldun to send and receive one message (roughly 3 seconds of conversation). The recipient, so long as they are not locked in a room, hears the Koldun as whispers in their ear and can reply and the Koldun will receive the message. The Koldun must concentrate fully when using this power. Any break of concentration ends the communication.
•• Biting Gale
System: The Koldun spends a Blood Trait and engages all targets in the area of effect (maximum 100 yards) in a Mental versus Physical Challenge, retested with Koldunic Sorcery. Should the Koldun win, those caught in the area of effect take one level of Bashing Damage, lose two Physical Traits, must bid two additional Physical Traits on all physical challenges while in the area of effect, and have their movement reduced by half. Each turn the victims remain in the area of effect, they must make a Physical Challenge difficulty of the Koldun’s Mental Traits or suffer another additional level of Bashing Damage. This power lasts a number of turns equal to the Koldun’s levels of Way of Wind. The lost Physical Traits are gone for the night.
••• Breeze of Lethargy
System: The Koldun spends a Blood Trait and engages the targets in a Mental versus Physical Challenge, retested with Koldunic Sorcery, in a 200 foot radius. Should the Koldun win, each victim may only declare half their Physical Traits (total) in all Physical Challenges while under the effects of this power. In addition to this, movement rates while under the effects of this power are halved. This power lasts a number of rounds equal to the Koldun’s levels in the Way of Wind. Victims who lose the initial challenge must make two immediate simple tests. Should they lose both, the victim falls asleep, as described in this power. This power lasts as many turns as the Koldun has in Way of Wind. If a target is put to sleep, it lasts until they are awakened or the next night and they are considered prone.
•••• Ride the Tempest
System: The Koldun spends a Blood Trait and performs a Static Mental Challenge, difficulty of 10, and retested with Koldunic Sorcery. A Koldun who tries to use this power indoors or in an enclosed area suffers 5 levels of Lethal Damage that may be soaked normally. Successful use causes the Koldun to dissipate into the wind and fly to his destination (within a scene) at 250 mile per hour avoiding all obstacles arriving in gusts of wind blowing out candles and extinguishing small flames.
••••• Fury of the Night Sky
System: The Koldun spends a Blood Trait and performs a Static Mental Challenge, difficulty 9 and retested with Koldunic Sorcery. After the challenge, the Koldun may spend any number of Temporary Mental Traits to determine the time it takes for the storm to gather and the length of the storm. (Each Mental Trait spent equals 1 hour less per Mental Trait for the storm to gather from a starting time of 6 hours, and the storm lasts 1 hour per Mental Trait spent). Each turn, the Koldun may spend one point of Willpower and engage a target who is able to be struck by lightning in a Mental versus Physical Challenge, retested with Koldunic Sorcery. Should the victim fail, they suffer 5 levels of Lethal Damage. Only one such attack may be made per turn.