The mage can control the flow and density of air or control the dispersion of a gaseous substance, such as mustard
gas, sarin (nerve gas) or helium.
The mage affects a volume of air or gas based on his successes. When
applied to air, successes are allocated between the volume affected and the
increase or decrease in pressure (the density of air molecules), measured in Strength.
Successes / Defined Volume / Pressure
- 1 = 5 cubic yards = ●
- 2 = 10 cu. Yard = ●●
- 3 = 20 cu. Yard = ●●●
- 4 = 40 cu. Yard = ●●●●
- 5 = 80 cu. Yard = ●●●●●
When shaping air or gas, a Dexterity + Crafts roll might be required to
achieve a particularly complex shape, such as forming air into the form of a
person. Exacting details such as facial features might even require an exceptional
success on this roll (although the air is invisible unless someone
throws paint or mud onto it). Dots of
Strength act as Durability against projectiles
or other attacks that must first
get past the shaped air to reach their
target (see the rules for cover, pp. 162-
164 of the World of Darkness
Rulebook).
When moving air, the Storyteller
assigns a Strength rating to an existing
force of wind. The caster can increase
or decrease that trait by the amount of
Strength allocated with his successes.
A normal day might have only Strength
0, while a very blustery day might be
Strength 1. A hurricane might be
Strength 2 or even 3.
The caster can reflexively control
and move the affected area of air up to
one yard per dot of Gnosis that he has
per turn. If he uses Forces 3 in the
casting of the spell, he can impart even
greater motion to the air: 10 yards per dots of Gnosis per turn. People standing
in the path of the wind might be
knocked over. If the wind’s Strength
exceeds an affected person’s Strength, a
successful, reflexive Strength + Athletics
roll must be made or he is knocked
down (as per the knockdown effect, p.
168 of the World of Darkness
Rulebook).
When applied to gas, the mage can
control the vapor’s flow, preventing it
from dispersing into certain areas and
even reflexively moving it at a rate of
one yard per dot of Gnosis per turn (or
10 yards per Gnosis per turn with Forces
3).
Adamantine Arrow Rote: Favorable Winds
With this rote, Adamantine Arrow
mages literally blow down their enemies
and are rendered effectively
immune to the use of biochemical gaseous
agents, as they prevent such gases
from coming anywhere close by.