{No prerequisites)
1. Descent of the Feather:
This first ability to manipulate the Way of Air manifests itself to give the vampire using it the ability to slow a fall by force of will. He can prevent himself from suffering damage from all but the highest of falls.
System: The Kindred must roll his willpower, at a difficulty of 6. Each success he achieves on this roll negates one health level of damage. (Slows his fall so as to effect this.)
2. Drawing the Storm:
This surrounds the Elementalist in very strong winds wrapping around in all directions. This will pick up local debris and loose matter in a 10ft radius around the user.
System: The Kindred spends a point of blood and makes a willpower roll to irritate and yet control the winds around herself. Each success increases the difficulty of all thrown and projected missile attacks (knives, arrows, etc, but not firearms) against the user or anyone withing 10ft of her by one. The distractions also reduce the dice pools of anyone inside the storm by one (except for the user).
3. Resist the Calling of the Earth:
This ability is an extension of the Kindred's current knowledge of the element of air. Rather than simply slow his fall, he may now nullify any downward descent, buoyed up by the air itself.
Using this part of the discipline, the vampire may step off the side of a building and simply float in midair, or activate his power and draw his legs up to float in lotus. Given enough ability, the Cainite may change his weight, or slowly rise into the air rather than
hovering.
System: The player rolls willpower against a difficulty of 6. The degree of effect is dependant on the successes gained.
Successes Effect:
1+Simple hovering is possible. The Kindred may either float, or behave as normal.
2+Subtle changes in weight are possible for the user of this discipline, as long as he lessens his true weight. At this many successes, he may null his entire weight, and kick off from an object to move around.
3+ In addition to the above effects, the vampire may also ride slowly, as the air itself lifts him. The rate of speed at which he may rise is depends on the number of successes. 3 successes allows a speed of 5 feet per turn, plus 5 feet per turn for every additional success.
4.Become the Breath:
This ability is extremely similar to that of the Protean ability of Earthmeld, except that it allows the user to meld with the very air itself. The Kindred is not visible, and cannot be damaged or sensed in any way. Neither may she take any action herself. She may sense very dimly anything which occurs in her area.
System: The use of this discipline is extremely difficult; even to those who have progressed this far in the Way of Air. In addition to spending a blood
point to enter or exit the melded state, she must also spend a WP point
to enter the state.
5. Calling of the Heavens:
Upon achieving this level of the Way of Air, the Cainite may use it to take to the air in any direction that he wishes. He is supported by the air itself, and may guide his direction and speed by force of will.
System: The player makes a willpower roll. Success indicates they have achieved flight, the number of successes determines he maximum speed (10 feet per turn, per success).
6. Summon Air Elemental:
By concentrating upon a cloud or wind, the Cainite evoking this power may summon an elemental spirit to the sample in order to animate it. This spirit takes upon a vaguely humanoid form, and may not be friendly to the invoker. The elemental may be commanded by the Kindred to perform simple tasks, such as displacing or pushing objects.
System: Invoking this ability is quite trying to the Kindred attempting it. In addition to spending a bloodpoint, she must also spend a Willpower point to summon the spirit. Each time the Kindred gives a command to the elemental, she must roll her willpower at a difficulty of 7. Only one success is needed for the command to be obeyed. Problems occur when the roll is failed or botched. If she merely fails the roll, then she must immediately make another roll to regain control (willpower, difficulty 8, three successes needed). If this is failed then the spirit breaks free of the Kindred's control.
If the command-willpower roll is botched, then the Kindred suffers an immediate loss of 1 permanent willpower (as is usual for willpower rolls), and the spirit immediately breaks free. What happens when an elemental spirit breaks free is up to the ST. It may simply leave the physical form it was ordered into and depart, it may attack the Kindred, it may wander off in its physical form. (Air Elemental: Str 5, Dex 5, Sta 3)