Difference between revisions of "Path of Wind"

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Latest revision as of 19:16, 3 January 2014

General Notes: Caster is uneffected from the wind part of this path unless otherwise noted. It is assumed that the caster gets more control of the parts of this path as they gain levels in it. (as with other paths)

Hand of Wind (Level 1)
Target : Single
Damage: Wind path adds +2 die to item used
Direction: Targeted –using Dex-Firearms as a “thrown” weapon
Opponent Penalty: Dodge (diff might be higher if target is not aware up to storyteller)
Caster Bonus: no bonus except my be harder to dodge depending on situation
Weight Limit: no more than 10 pounds, must fit in a small area.
Note: Even if it is a group of smaller objects, treated as one attack. Damage of objects up to storyteller.
This power is a short burst not extended. Cannot hold on like movement of the mind but is faster and more violent.

Shield of Wind (Level 2)
Description: The caster is beginning to be able to mold the elemental wind to his/her command. Starting with a circle one of the most familiar shapes for a caster. It is defensive in nature and will make it very hard for anyone to strike at the caster from a distance.
Target: Caster
Damage: none
Direction: Circles the caster just beyond arms length.
Effect: +2 Difficulty on all projectile attacks (can effect lasers if there is enough debris in the shield), this includes attacks made by the caster. -1 die on all melee attacks, due to visibility and being in a small wind storm.
Weight: can only pick up small particle matter(dirt, small gravel etc)
Notes: As stated above this is not “just” wind, it is a pure elemental force that manifests as wind. It can effect bullets as well as ‘darts’. Because of its nature it generally effects all projectiles equally(I think arrows would be effected more but to balance the power we decided not)

Flight on Wind (Level 3)
Description: You have mastered some control and now beginning to master the true power of it. With this a caster can ride what amounts to a small funnel to fly. The caster has good control of the this force at this point. Think of a skier who is always on a Blue or black diamond slope. Fast and always almost out of control.
Target: Caster
Damage : None
Direction: Multidirectional
Speed: 50-60 Miles/hour
Roll: Wits + Athletics to control direction
Weight Limit: Caster
Notes: Once again this is not mundane wind. Based on Movement of the mind this speeds it up and loses some control. It is a very spectacular effect, a wind storm buffeting everything around it. One of the minus’s is that it cannot pick up anything, only the caster. But you can haul A**.

Gust of Wind (Level 4)
Target : 10’ h X 20 ‘ W X 100’ L Must go in one direction. Can be formed into a circle.
Damage: 5 dice of damage added to anything in the gust.
Speed: ~160 mph
Opponent’s Penalty: + 4 Difficulty on Projectile Attacks -2 dice on all melee attacks.
Duration: 1 round per success
Weight Limit: 500 pounds
Notes: Projectile and dice changes are only if attacker is shooting across or in the gust. Damage would be if target was directly attack or in the gust. This is static magic like all Thaum, once it is cast the orientation cannot be changed, without using the power again.

Tornado (level 5)
Target: 6-8 Opponents
Damage: 9 Dice more than weapon used, damage at this level is lethal as a default
Weight Limit: 400pounds per opponent or item
Duration: 1 round per success
Notes: Anyone caught in the Tornado is thrown in the air. They take damage every round they are in the storm. They will stay in the storm as long as nothing else effects them. If they can fly or use a grappling hook or something they can pull themselves out of it. As with all the path powers the caster is not effected and can exclude others at the cost of a success.