
1 • Winds of Guilt
This is a means of insuring loyalty without a blood bond. A wind gusts around the victim that sounds like whispering voices, telling of the horrors that would befall them and their family should they betray their voivode. These voices will slowly warp the mind and only after the sorcery has waned will the victim regain coherence. Koldun also enjoy using this during ritae before feeding, enjoying the mixture of adrenaline in the blood of someone striken with terror. Each success increases the duration of this power. One scene, one night, one week, 2 weeks, one month.
2 • Biting Winds
The koldun creators of this attempted to invoke a wind as chill as the air atop the Carpathian Mountains. They noted the pain their victims endured as their body temperature dropped until the blood froze in their veins. Modern koldun sometimes refer to its effects as "meat locker". A very cold breeze will gust in the area of the vampire's choice in about a 100 yard radius. Little by little, the winds gust faster and colder and continues until the wind blasts a stabbing chill difficult for anyone to ignore. Those affected are reduced to half movement and those trying to enter the area suffer a level of bashing damage.
3 • Winds of Lethargy
Although these winds do not induce immediate sleep in a victim, prolonged exposure causes extreme exhaustion and fatigued movements. Targets can smell a bittersweet smell and individuals also claims that the winds feel like many intangible hands persistantly rubbing their muscles to relaxation. With the expenditure of a Willpower point, the koldun creates a wind that induces lethargy within a 200-foot radius, remaining for two turns per success. Breathing and blinking are innate so unaffected but will be labored. Movement rates of victims is reduced to half for one scene.
4 • Traveling the Winds
A koldun can travel at incredible speeds by riding along the winds. A koldun's body becomes almost ethereal while he moves along the winds, disappearing into a blurry outline of physical self and re-materializing the same way. Takes a full turn to invoke this power. Spending a Willpower point, the koldun will travel at 250 mph, though not directly effecting the how fast the wind blows. Must be invoked outside, though he can avoid all obstacles outside, the koldun lacks the control to manuever through a building and risks slamming into wall, doors, and people at this speed.
5 • Body of Zephyr
A koldun dissolving into Body of Zephyr blends into the air, manuevering through the smallest cracks. The koldun's body retains its basic shape, though it is too ephemeral and transparent for onlookers to make out any physical details. It takes a full turn to invoke this and the expenditure of a Willpower point. The koldun moves at double his normal movement, though he cannot take any physical actions. Other powers of Way of Wind can be used with this with the spending of an additional Willpower point at their activation. No other disciplines can be used. This state can be maintained indefinetely, though he can return to his original state after one full turn of concentration.
(Blood Magic:Secrets of Thaumaturgy)