Way of Wind

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)

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.