Command over the weather has long been a staple power of wizards both mortal and immortal. Lower levels of this path allow subtle manipulations, while higher stages of mastery allow a vampire to call up raging storms. The area affected by this power is usually rather small, no more than 2 or 3 kilometers in diameter, and the changes the power wreaks are not always immediate.

Number of successes indicates how long it takes the weather magic to take effect. One success indicates an entire day may pass before the weather changes to the vampire's liking, while a roll with five successes brings an almost instant effect. The bonus (or penalty) to the Willpower roll necessary to invoke to this power may change depending on the current local weather conditions and the weather the character is attempting to create. The ST should impose a bonus (+1 or +2 dice) for relatively minor shifts, such as clearing away a light drizzle or calling lightning when a severe thunderstorm is already raging. Conversely, a penalty (-1 or -2 dice) should be applied when the desired change is at odds with the current conditions, such as summoning a light drizzle in the middle of the Sahara Desert or calling down lightning from a cloudless sky. If the character tries to strike a specific target with lightning, the player must roll Perception + Occult (difficulty 7 if the target is in open terrain, 8 if he is under shelter, 9 if inside but near a window) in addition to the base roll to use the power. Otherwise the bolt goes astray, with the relative degree of failure of the roll determining where exactly the bolt strikes. Effects of the power default to the maximum area available unless the sorcerer states that he's attempting to affect a smaller area. At ST discretion, an additional Willpower roll (difficulty 7) may be required to keep the change in weather under control. Individual power descriptions are not provided for this path, as the general principle is fairly consistent. Instead, the strongest weather phenomenon possible at each level is listed.


Fog: Vision is slightly impaired and sounds are muffled; a +1 difficulty is imposed on all Perception rolls that involve sight and hearing, and the effective ranges of all ranged attacks are halved.


Rain or snow: Same effect as Fog, but Perception rolls are impaired to a much greater extent; the difficulty modifier for all such rolls rises to +2. In addition, the difficulty. on all Drive rolls increases by 2.


High Winds: The wind speed rises to around 30 mph, with gusts of up to twice that. Ranged attacks are much more difficult: +1 to firearm attacks, +2 to thrown weapons and archery. In addition, during fierce gusts, Dexterity rolls (difficulty 6) may be required to keep characters from being knocked over by the winds. When gale-force winds are in effect, papers go flying, objects get picked up by the winds and hurled with abandon, and other suitably cinematic effects are likely.


Storm: This has the effects of both Rain and High Winds.


Lightning Strike: This attack inflicts 10 dice of lethal damage. Armor worn by the target is not subtracted from the damage roll.


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