Koldunic Sorcery Packet - New England Nights
Koldunic Sorcery Packet - New England Nights
Koldunic Sorcery Packet - New England Nights
Table of Contents
Basic Rules.......................................................... 1 Learning in-clan .............................................. 1 Learning out-of-clan....................................... 2 Miscellaneous Rules ....................................... 2 Ways of Koldunism ............................................ 3 Common Ways ............................................... 3 Way of Spirit............................................... 3 Way of Earth .............................................. 4 Way of Fire ................................................. 6 Way of Water ............................................. 7 Way of Wind .............................................. 9 Esoteric Ways ............................................... 11 Way of Blood ............................................ 11 Way of Dracul........................................... 12 Way of Self ............................................... 14 Way of Sorrow ......................................... 16 Way of Storms ......................................... 18 Way of Woodlands .................................. 20 Koldunic Rituals ............................................... 21 Published Rituals Chart ................................ 21 MET Translations & Other Rituals ............... 23 Basic ......................................................... 23 Intermediate ............................................ 24 Advanced ................................................. 26 Elder (Level 6) .......................................... 27 Master (Level 7) ....................................... 28
Basic Rules
Learning in-clan
Koldunists are Tzimicse that show a special affinity for sorcery after their embrace. In modern nights some neonates are finding that Koldunism is almost calling to them during the embrace. Koldunists can come from any revenant family line, bloodline, or mortal embraced into the Clan. There seems to be no rhyme or reason why a childe will show an affinity for Koldunism. Many Koldunists are embraced by Koldunists but this is not always the case. Those Koldunists that come from revenant lines may not take the merit Revenant Disciplines or the flaw Revenant Weakness. Tzimicse wishing to have an affinity for Koldunism (making it an in-clan discipline) must purchase the merit Koldunist (2 points). Only Tzimicse are allowed to purchase this merit, and only at character creation. Tzimicse Koldunists learning the discipline without this merit treat it as "out-of-clan." Refer to that section for further details.
Old Clan Tzimicse deserve special mention. Their clan advantage, as originally published, is that they may learn Thaumaturgy as if it was in-clan. When that was published, however, Koldunism as it exists now had not been published. Therefore, the clan advantage for Old Clan Tzimicse is that they may learn Koldunism as if it was in clan, and effectively receive the Koldunist merit as listed above for free.
Learning out-of-clan
Learning Koldunism is a difficult process. Unlike the hermetic style of Thaumaturgy, which is very mathematical and precise, Koldunism relies much more on force of will, intuition, and personal connection to the land. As such, anyone learning Koldunism out-of-clan must undergo a process of ritual attunement to magical and elemental forces before being able to learn the discipline. Any Koldunist who has reached the Intermediate level of the discipline can guide a prospective student in this process, which takes roughly a month. Unfortunately, the process can never replicate the subtlety of a natural affinity for such forces. Mechanically, this means that the character must take the flaw Attuned along with his first Koldunism purchase. The purchase of the power is what cements the changes. This flaw gives no extra traits to spend. Attuned (Supernatural flaw) The character is attuned to mystical and elemental energies and spirits. This allows the character to use Koldunic Sorcery, but also makes him more susceptible to magic. The difficulty to affect the character with magic is reduced by 2 traits. This includes blood magic, hedge magic, and true magic, but does not include other disciplines, gifts, etc. Whether or not other esoteric powers count as magic is left to ST discretion. Once taken, this flaw may never be bought off or removed.
Miscellaneous Rules
There is no primary path for Koldunism, though it is somewhat traditional to learn the Way of Spirit first. Koldunic Sorcery utilizes the Koldunism ability. It is the default retest for all Koldunism powers. Defenders may retest using Dodge (for single target effects), Survival (for area effects, if they are able to soak/resist the type of attack), or Occult (for curses/nonphysical powers and those effects that target the mind more than the body). A character must have Koldunism 3 to learn Intermediate powers, Koldunism 5 to learn Advanced powers, and Koldunism 6 to learn any Elder-level and above powers. Unlike Thaumaturgical paths, Koldunic Ways can exceed level 5 (Advanced). Like most elderlevel disciplines, the powers manifested at such high levels are frequently unique to the
individual. As a corollary to the previous point, Koldunism is not quite as flexible as Thaumaturgy. Its Ways are limited in scope to a few spheres of influence. Elemental/nature/territory based effects, spiritual effects, metamagical effects (magic that affects other magic), personal empowerment, and things that fit under the umbrella of folk magic (curses/hexes, divination, etc). Storyteller discretion should be used. While Thaumaturgy can develop paths like Technomancy, Biothaumaturgy, the Faux Path, etc, such things are beyond the thematic reach of Koldunic sorcery. On the other hand, Ways similar to the Green Path, the Hearth Path, and even Focused Mind are well within the scope of Koldunic sorcery. The use of Koldunism often affects the eyes of the user, and sometimes the body as well. Details are listed in the appropriate Way descriptions.
Ways of Koldunism
There are a number of Ways of Koldunism, much like Thaumaturgical paths. However, as mentioned before, Koldunism has a narrower purview than Thaumaturgy, but it is more focused within its purview. The core of Koldunic Sorcery, however, is a set of five Ways Spirit, Fire, Wind, Water, and Earth. A Koldun must master (reach Advanced level) in at least one of these Ways before he can learn the more esoteric ways.
Common Ways
Way of Spirit
When using Way of Spirit the eyes of the Koldun become pure white and opaque to onlookers. A koldun with at least Intermediate Way of Spirit may attempt to enter the Umbra with a mental challenge against the gauntlet. Basic 50-foot radius 100-yard radius Intermediate Quarter mile 1-mile radius Advanced 5-mile radius Elder+ An additional 10 miles per level above Advanced
To activate the Way of Spirit, the player spends one blood trait and makes a static Mental test vs. 4 traits plus the level of the power he wishes to activate. A failure has no effect apart from wasting blood. Success grants sensory omniscience in the area of affect, lasting one hour or scene whichever is longer. Within this territory, the Koldun sees, hears, smells, and even tastes everything at once. While such wide-reaching senses can immediately detect the presence and locations of intruders and spirits, the Koldun must concentrate to focus on specific objects or individuals to garner more details. This power renders mundane stealth virtually useless. As with Auspex, the mystical senses conferred by Way of Spirit may confound Obfuscate and other forms of illusion of concealment. Treat this as a standard Auspex vs. Obfuscate challenge, simply substituting Way of Spirit for Auspex. Way of Spirit also allows a basic perception of magical energies, though it is not as precise as that offered by Thaumaturgical Sight. Once a Koldun extends his senses with this Way, he may evoke powers of other Ways of Koldunic Sorcery anywhere within the radius. Apart from their extended range, such powers operate as normal. Only Koldunic powers equal to or less than the Sorcerers rating in Way of Spirit can be used. While the Way of Spirit allows for the sensing of spirits and wraiths, it is imprecise. If a Koldun wishes to improve this basic perception and extend his perception past the gauntlet or shroud, he must expend a second blood point and make a static Mental test against the gauntlet or shroud. Success allows him to shift his vision from the realm to the penumbra/shadowlands and back as desired for the duration of the power. Doing so requires no test, but does require a round of concentration. A Koldun cannot be attuned to both the Shadowlands and the penumbra at once attuning his vision to one will cancel the ability to look into the other, if it is already in place.
Way of Earth
When using the Way of Earth, the Koldun's eyes change to brown and patches of stone ripple across the Koldun's skin.
Basic
Grasping Soil This power can command only soil, not stone, and may target only victims standing on the earth. The Koldun can cause the earth to rise up and immobilize any one target within 100 feet. The earth crawls up the victim and hardens, somewhere between the knees and the hips. The Koldun must make a physical challenge against the target. If successful, the target is immobilized for two turns. Thereafter, the target may escape with a static physical challenge made against the Koldun's physical traits. While immobilized, the target may not move from the waist down but may still take actions. It is also possible to use this power as just an attack, in which case the grasping earth crushes once and then releases. Used in this manner, a successful casting inflicts two levels of lethal damage but does not hold the victim.
Endurance of Stone Under the effects of this power, a Cainites skin resembles a horrid fusion of flesh and stone that cracks and flows impossibly with every movement. The Koldun may spend a blood trait and gains the stamina related traits Resilient x3 that may only be bid in defensive or stamina related tests. These traits may be bid and lost as normal. The traits last for one scene or hour, whichever is longer. The Koldun can attempt to soak aggravated damage, including fire and sunlight, while using this power.
Intermediate
Hungry Earth This power may ensnare any victim who stands upon the earth within 100 feet of the Koldun. The Koldun spends a blood trait and makes a physical challenge against her target. If successful, the target is sucked into the ground, up to her head, for two turns. Thereafter the target is trapped unless they can win a static strength-related physical challenge against the Koldun's physical traits. Beings trapped in the crushing pit suffer one level of Lethal damage each turn. Mortals, ghouls, and creatures that still must breathe will suffer an additional level of lethal damage each turn trapped beneath the earth from suffocation. Root of Vitality As with Hungry Earth, the Koldun may direct the land to bury any target standing on the earth within a 100-foot radius. Yet this power is far more benevolent in its intent, if no less disturbing in its manifestation. It is possible for a Koldun to heal himself with this power. The Koldun must spend a blood trait to activate this power, but no challenge is made; the target must relent. The target is pulled into the earth, where the rich soil will slowly heal her wounds. For each round that the target remains underground, she heals one health level. Aggravated wounds are more problematic, and require a blood trait to be spent by the target per aggravated wound level. The target may leave the ground at any point she chooses.
Advanced
Kupalas Fury This is not a power used lightly or capriciously, but it represents one of the greatest weapons available to Koldunic Sorcery. The Koldun can command the very ground to tremble and quake, creating in effect a very localized earthquake. This requires not only the expenditure of a blood trait, but the expenditure of a physical trait per level of effect (see below). All those within the area of effect (who are not flying, incorporeal, etc) will take a number of lethal damage equal to the number of physical traits that the koldun spends on the art, to a maximum of five. Targets may attempt a soak or dodge challenge to reduce this damage by half (round down). Nevertheless, the effects should be felt very much by all those present, and storytellers are encouraged to announce the dramatic effects of the localized earthquake that will certainly damage many things during the brief quake (it lasts but one turn).
Physical traits Area of Effect 1 - One structure 2 - Five structures 3 - Residential street 4 A city block 5 A town district, an entire village
Way of Fire
When employing the Way of Fire, the eyes of the Koldun turn a brilliant orange, and his movements occasionally throw off dull sparks. Note that the nature of the art protects the Koldun from her own arts, but not the arts of other Koldun. This does not mean that the Koldun can swim in magma but that the supernaturally controlled magma will move out of the way to allow for the safety of its commanding Koldun. It should be noted however that Koldunists are not immune to secondary fires caused by use of these powers.
Basic
Fiery Courage Once learned, this power is permanent and is always active. The Koldun adds his rating in Way of Fire to his Courage traits for challenges to resist Rotschreck from exposure or proximity to flame. This power does not aid in resisting the panic that accompanies sunlight or any other cause apart from actual fire. If this raises the Koldun Courage to 6+ traits, the Koldun simply does not succumb to Rotschreck caused by exposure or proximity to flame. Combust The Cainites eyes flash vivid orange with power as superheated air coils around the target. In moments, the target bursts into spontaneous flame. The Koldun spends a blood trait and engages in a static Social vs. Physical Challenge against the target. Success causes two levels of Aggravated Damage. This cannot be dodged, and can only be soaked if the target can soak fire damage. Inanimate objects can be set afire with this power. Dry, flammable, or otherwise easily combustible materials require a challenge against 4 traits. Wet or fire resistant materials require a challenge against 7 traits. Even metal and stone can be melted with a challenge against 11 and 13 traits respectively. The amount of material affected is generally about the mass of a person.
Intermediate
Gates of Magma The Koldun raises his hand and the earth splits, spraying a wall of glowing magma 10 feet high. Normally this wall forms a 10-foot radius circle around the vampire, although the power can raise other shapes with practice and skill.
The Koldun spends a blood trait and a social trait to call up a ring of magma ten feet tall that surrounds the Koldun. The ring of magma can be maintained for two rounds plus two rounds per social trait spent. Any vampires attempting to approach the wall of magma must succeed in a courage challenge vs. four (4) traits and suffer a level of Aggravated damage. To cross through the magma requires that a vampire spend a willpower trait and suffer three levels of Aggravated damage. This damage is unsoakable except by Fortitude or similar powers. Normal mortals need not make the courage check, but do need to spend a willpower trait if they intend to pass through the magma. If the Koldun possesses Way of Spirit, the wall can be raised away from the Koldun, and even shaped differently, as long as the same surface area is maintained. If stretched out, a straight wall would be ten feet high and approximately sixty feet in length. Heat Wave The Koldun acts as a conduit for steam geysers and channels a blast of desiccating air at a target within line of site. This fiery wind appears as a rippling heat wave enveloping the victim. Individuals slain with this gruesome power appear as withered, mummified husks. The Koldun summons a gust of superheated air that blasts her opponent. She spends a blood trait and makes a social challenge against her target, which resists with a physical challenge. If the Koldun succeeds, the target takes 3 levels of lethal damage from the superheated air. Regardless of whether or not the power inflicts damage, Kindred also lose 5 blood traits as the vitae evaporates from their system.
Advanced
Volcanic Blast The caster may direct lava to erupt anywhere in his line of sight. By spending one or more blood points, the Koldun summons a fiery stream of magma that erupts from the earth in a rainy torrent that showers down upon all within twenty feet. The Koldun makes a mass Social vs. Physical Challenge. Anyone who loses is caught in the eruption. All those caught within the radius suffer three levels of Aggravated damage. Victims who cannot reasonably escape the area (because they are trapped in a dead end, perhaps, or because they are at the center of the effect and cannot move fast enough to move out of the way) are burned automatically without recourse to a challenge. The magma will flow thereafter and continue to do three levels of Aggravated damage each round it lasts - one round per blood trait spent by the Koldun. After this duration expires, the magma cools at a rate of one less level of Aggravated damage per round.
Way of Water
The path of water marks its practitioner - her eyes will turn a deep green color, almost aquamarine. The Way of Water requires a mental challenge to use all the arts, unless otherwise noted.
Basic
Pools of Illusion The Koldun can command mists above water to swirl into a three dimensional illusion. This requires a static mental challenge (difficulty determined by the storyteller, but typically 7). The illusion may move and even speak mystically, but may never leave the water, and is itself effectively intangible. The illusion lasts three rounds before it begins to dissipate, though it can be maintained with another mental challenge. Watery Solace As the feral Gangrel meld with the earth, so may a Koldun with this power gracefully sink beneath the water to escape the sun. The vampire does not so much submerge as merge with the water. Though his slumbering form may be visible at odd angles from above, not even the most determined splashing can disturb his rest. Unlike many other Koldun powers, this power neither costs blood nor requires a challenge. The Koldun spends a mental trait and sinks into the water to slumber away the day, similar to the Protean power of Earth Meld. The water need barely cover the Koldun, but will mystically protect her from the harmful light of the sun.
Intermediate
Fog Over Sea The Koldun spends a blood trait and may walk on water for an entire scene. This does not protect her from hazards in the water (such as sharks). The Koldun may walk on water for a number of scenes equal to the number of blood traits spent to activate this art. Watery Minions A Koldun may summon and form embodied water elementals to serve him for a night. Such minions are infallibly loyal, if not especially clever. Despite their liquid form, they are solid enough to grab a man and drag him to a watery grave or pummel him as the crashing surf. The Koldun spends a blood trait to activate this power, and additional blood traits per watery minion summoned. For each blood trait, one creature is summoned to a maximum of 5. The stats of the minions are suggested below. The Koldun must have access to at least 20 gallons of water per minion summoned. Bashing damage will not harm them at all and lethal damage is halved, though fire does an extra level of damage. The creatures may leave the confines of the water, but only follow the most basic of commands. These minions last until dawn. Watery Minion: Physical: Brawny x4, Nimble, Quick, Lithe, Resilient x4 Social: N/A (the Minions are perfectly loyal, and may not initiate with or be the target of challenges against social traits) Mental: Alert x2, Observant, Shrewd
Abilities: Alertness x2, Awareness x2, Athletics x3, Brawl (Grappling) x4, Dodge x2, Survival x3 Powers: Potence 2, Auspex 1 Health Levels: Healthy x10, Mortally Wounded
Advanced
Doom Tides The Koldun can create a mighty whirlpool ten yards in radius with the expenditure of a blood trait. The whirlpool has strength of 15 traits; each additional blood trait spent increases the strength of the whirlpool by five traits and the radius by five yards. Anyone caught in the whirlpool must make a physical challenge each turn they remain in the radius. Those who fail are sucked into the depths and pounded with crushing currents. Living beings drown normally, while vampires and other nonbreathing creatures simply remain trapped helplessly in the vortex. The whirlpool can even ensnare small to medium sized ships and damage others a whirlpool whose radius is half the length of a ship can capture and capsize it. If the radius is equal to or greater than the length of the ship, it can suck it down completely. Larger ships will not suffer these effects, but may well suffer damage (to rudders, engines, etc) at ST discretion. If he happens to be in the water, the Koldun is immune to his own whirlpool. This power lasts for one scene.
Way of Wind
When using the Way of Wind, a gust of wind whips up around the Koldun and her eyes turn a pale blue color.
Basic
Breath of Whispers Even in their absence, koldun instill deep fear in their boyars. This power carries the vampires words on a light breeze and returns with the targets reply. The vampire need only address the target by name and forcibly mimic a deep exhalation of breath as he speaks his message. Every time the koldun wishes to send a new message via this power, the player makes a static mental challenge vs. 7 traits. The player need not spend any traits. Only the mental challenge is required. Each successful challenge permits one minute of speech. After the vampire concludes the message, swift winds carry it to its destination. Within a minute, the target hears the koldun as if the vampire had whispered in his ear. He may reply or remain silent, but anything he says within a number of turns equal to the length of the vampires message flies back to the koldun. This power may bring words to anyone within a mile who is not in an airtight, sealed room. While using this power, a koldun must concentrate fully. Any significant disturbance breaks the communication.
Biting Winds With the expenditure of a blood trait, the Koldun can cause an extremely cold biting wind to mystically fill an area, subtracting two physical traits from all within. The wind springs up gradually (a breeze the first round, minus one physical trait the second round, and minus two physical traits the third round), and lasts one scene. Once the wind is at full strength, those attempting to remain in or enter the area must spend one willpower trait and suffer a level of bashing damage from the sudden onslaught of the wind. Movement within the area is severely limited, and everyone loses a "step" per round movement. The Koldun is immune to his own winds.
Intermediate
Winds of Lethargy The Koldun spends a blood trait and summons a harsh wind that encompasses an entire 200-foot radius (roughly one large building). All those within must succeed in a static physical challenge (vs. the Koldun's mental traits, physical disciplines do not help) or halve their physical traits for the remainder of the scene due to the extreme lethargy that encompasses them. If a target is able to win on ties in a particular challenge, he may declare his full traits, but does not automatically win on ties. Everyone in the area also suffers a one step per round movement penalty. This effect lasts for three combat rounds plus three per blood trait spent on the power previously affected targets still suffer the penalties, but new targets will not be affected. These traits are spent before determining who is affected by the power. The Koldun is immune to his own winds. Traveling the Winds The Koldun may spend a blood trait and allow the winds to carry her off. She is able to fly at a blinding 250 mph for the duration of a scene/hour, though another blood may be spent in mid-flight to extend the duration. This art must be used outside, or at least immediately next to an exit. The Koldun can maneuver while flying, but not enough to navigate the insides of a building. To others, the Koldun will suddenly blur and be gone. When the Koldun lands or the power ends, the vampire descends to earth and fully solidifies. Such an arrival is quite impressive, heralded by a flurry of sudden gusts that extinguish candles and blow leaves about. The Koldun can carry a reasonable amount of clothing and gear with him using this power, but never another person.
Advanced
Body of the Zephyr A Koldun dissolving into Body of Zephyr blends into the air, maneuvering through the smallest of cracks. The Kolduns body maintains its basic shape, though it is too ephemeral and too transparent for onlookers to see. The Koldun must spend a blood trait and win a static mental challenge vs. 9 traits to activate this art. In Body of Zephyr a Koldun moves at double his movement; though he cannot take any physical actions he
is also immune to physical attacks. Mystical attacks, fire, and sunlight will still affect those in Body of Zephyr. Other powers of Koldunism may be activated while Body of the Zephyr by spending a willpower and their applicable activation costs; no other Discipline powers may be manipulated while in this form. A Koldun may stay in a transformed state indefinitely, though he can return to his original form with one full turn of concentration.
Esoteric Ways
These are the less common Ways among Koldunic Sorcery. While not necessarily more powerful, they are perhaps more complex manipulations of spiritual energy and magic. In addition, some of them are more internalized applications of Blood Magic, rather than overt external uses of power. Thus, mastery of at least one of the Common ways is required to begin learning these.
Way of Blood
The Way of Blood is similar in some respects to the Thaumaturgical Path of Blood, but its roots are older. The powers differ somewhat for the Koldun, it focuses more on the utilitarian than the offensive. When using the Way of Blood, the Koldun's eyes will turn blood red and glisten wetly.
Basic
Biting the Heart This power works identically to the Thaumaturgical power A Taste for Blood. See LotN:Revised page 177. Fathers Denial In a curious almost-mirror of the Tremere power Blood Rage, this power allows the Koldun to inhibit the flow of blood. By touching the target and spending a Blood Point (which may require a physical challenge), you make his blood sluggish. For the next three turns, the target must make a simple test for each blood point he wishes to spend. A win or tie means the expenditure takes effect normally. A loss means the blood does not answer the call of the vampire it is not spent, but any power or ability it was meant to fuel is wasted. As a side effect of learning this power, the Koldun can reflexively stop his own blood from moving against his will an ability that was more a curiosity than useful until the Tremere developed Blood Rage, although it also protects against unwanted extractions of any sort.
Intermediate
Song of the Eldest This power operates identically to the power Blood of Potency as listed on pg 177-178 of LotN: Revised. Scent of the Hunter This power allows the Koldun to detect the use of vitae. By spending a blood point and making a static mental challenge against 9 traits, the Koldun attunes his senses to the curse of his blood for the rest of
the scene. Anyone spending blood within the Kolduns sensory range flares with reddish light to his senses, showing the Koldun how much blood is being spent. With a reflexive mental challenge against 7 traits, the Koldun can even identify what the blood is being used for which discipline/power, healing, physical traits, etc.
Advanced
Sanguine Hunger This power is supremely utilitarian, expanding the Kolduns natural abilities with his own blood. When feeding, the Koldunist may drain blood at double the normal rate. Any powers that involve blood being destroyed or otherwise unwillingly removed from the Koldunists blood pool are half as effective at doing so. Blood expenditures for traits last twice as long. Healing with blood doubles the number of health levels gained (1 blood heals 2 bashing/lethal, 3 blood heals 2 aggravated damage over the course of a night). Finally, and perhaps most disturbingly, this total control over the blood allows the Koldun to stamp out remnants of another kindred within his blood the signs of diablerie fade more rapidly, and blood bonds are harder to achieve. Black veins disappear from the aura in but a month, and the diablerie is undetectable by any means after six months. Blood bonds require an extra dose to become effective (4 blood points total on 4 separate occasions), and any partial bonds dissolve after a month without ingesting the domitors blood. This power is passive and always on once learned, much like Way of Fire 1.
Way of Dracul
This Way represents the Kolduns embrace of his nature, tied to the land in ways that no other Clan can boast. The Way of Dracul is the path of dominance and lordship over ones domain. Over time, the Kolduns domain becomes vaguely eerie and sinister as the spirits of the area gradually attune to the Koldun and become more active. The bond breaks if the Koldun ever spends more than a month away from his domain, he must reattune himself to it in order to regain the benefits. The Koldun can use soil from his claimed domain for the purposes of the Tzimicse clan flaw/Ancestral soil dependence/etc. The maximum size of the claimed domain varies based on the level of the Way. Level 1 2 3 4 5 6+ Maximum claimed area (radius) 1 mile 4 miles 9 miles 16 miles 25 miles (Level2) miles
When using this way, the Kolduns eyes turn black, with pinpricks of light in them, almost like a star field.
Basic
Claiming the Mantle In a process taking approximately a week, the Koldun invests himself with supernatural authority over a given area. This area must be reasonably under the control of the Koldun. Other supernaturals may be present, but the area should not be overrun with them, nor should there be any sort of supernatural stronghold in the area (Caern, Chantry, Elysium, etc) that is not under the control of the Koldun. The land begins to sustain and empower the Koldun. While inside the borders of his domain, the Koldun may spend a blood trait to gain a retest on any challenge. This retest essentially counts as a Willpower retest, and may not be used in the same challenge as a Willpower retest. At this level, the Kolduns domain is up to a mile in radius, but may be smaller based on what he can realistically claim control over. A Koldun may have only one domain at a time. Foot on the Neck The Kolduns subjugation extends to the spirit world. He may automatically see and speak to any spirits in the domain. Those spirits that reside permanently within the domain become easier for the Koldun to affect in any way he is up three traits to do so. While within the domain, the Koldun may spend a blood trait and make a static mental challenge against any spirits Willpower in order to force it to do any of the following (one command per challenge): Materialize/dematerialize Leave the Kolduns domain for a month Serve as a menial servant within the Kolduns domain for a night Use a charm at the Kolduns direction
At ST discretion, one challenge may subjugate a number of very small spirits, using the highest willpower among them. This is appropriate for RP effects, such as forcing a number of spirits to serve guests at a gala.
Intermediate
Everywhere and Nowhere The Kolduns essence begins to mingle with the land, sky and water of his domain. He is present between every raindrop, seated upon every branch, and never to be found. He fades from view, abruptly vanishes and reappears elsewhere without warning, and has an unsettling way of always being where he is least expected. If he is unobserved by enemies, the Koldun may spend a blood point to instantly teleport anywhere within his domain. This may be used to call fair escape. If he is being watched by an enemy, the Koldun must succeed in a contested mental challenge in order to teleport successfully.
Voivodes Grasp The Kolduns power extends to humans who live in or spend significant time in his domain. If a human lives or works (assume 40 hours per week if you need a hard figure) in the Kolduns domain, he can be used, albeit unwittingly, as a source of information. The Koldun spends a blood trait and asks a specific question, and makes a mental challenge. The trait difficulty of the challenge varies, from 7 for a simple, commonly known fact to 12 for obscure items that only a single person under the Kolduns sway knows. With success, the Koldun will learn the answer to his question if at least one of the people under his sway knows the answer. Unlike most powers of the Way of Dracul, neither the Koldun nor the people whose minds he touches must be currently in the Kolduns domain the constant exposure creates enough of a link that this ability may be used anywhere.
Advanced
Thirst of the Eldest A Koldun who has mastered his domain to this degree is a fearsome enemy and woe betide the foe who brings an army to the Kolduns doorstep. By spending a blood trait and making a social challenge against 9 traits, he unleashes his hunger across his domain for the next scene. Any damage that is inflicted in the area is placed aside in a special Domain Pool, which gains one Domain Point for each level of lethal/aggravated damage. Points from this pool do not function as standard blood points, but can be spent as follows 1 Domain point will heal 2 levels of bashing or 1 level of lethal damage 2 Domain points will heal 1 level of Aggravated damage 2 Domain points will refresh an Attribute trait 2 Domain points will return 1 Blood trait to the Koldun 2 Domain points will grant an extra health level (Healthy level) that lasts the scene 3 Domain points will refresh an Ability trait 5 Domain points grant a bonus level of damage to the Kolduns attacks and abilities for a scene (maximum of 2 extra). 5 Domain points will refresh a Willpower trait 50 Domain points awakens the land to the Kolduns bidding. The effects should be left to Storyteller discretion, but the results should be spectacular and powerful.
The Koldun can spend as many points as he wishes, but he can only spend for one type of item at a time. Spending points from the Domain pool is a free action once per turn. The Domain pool may never contain more than 100 points at a time.
Way of Self
The Way of Self is centered around the unrelenting discipline and strength of will embodied in the story of the Eldest, who defied beings of power with his indomitable mind. Many of these abilities are passive. Unlike most Ways, no visual effect accompanies the use of the Way of Self.
Basic
Unrighteous Shackles The Koldun begins to learn how to harden his thoughts against outside influences. His mind is hardened against effects that directly manipulate or access his mind or emotions. For each level in this Way, the Koldun is up 2 traits in such defensive mental challenges, and up 1 trait in applicable defensive Social or Willpower challenges. The Koldun is always entitled to a defensive challenge, and can discern the source of any such effect with a static mental challenge against the originator. Steel Resolve The Kolduns will is honed and tempered. On any test involving strength of mind or will (including most mental-based Koldunism), the Koldun may call for a free Resolve retest. This operates identically to the Might retest of Potence.
Intermediate
Soul of Frost The Koldun moves from simply disciplining his thoughts to anchoring his soul and his emotions. By spending a blood trait (a reflexive action that does not count against spending limits), the Koldun may ignore any one use of an emotion- or soul-affecting discipline or power (such as Presence). If the Koldun spends three blood traits resisting the same power from the same source, he is immune to further uses of that power from the same source for the rest of the scene. This applies to specific powers, not to entire disciplines or other power sets. When defending against Dominate and comparing generation, the Kolduns generation is considered three lower (better), though this does not stack with any other generation-lowering effects such as from Way of Blood (only the best is used). Relentless Thoughts The mind of the Koldun becomes a thing monstrous in its magnitude, a veritable mountain of thoughts. A pebble rolling down here or there does nothing to diminish its whole. In non-perception related mental challenges, you may use Relentless as your bid trait. This trait does not count toward totals when resolving ties or overbids, but it can never be lost; thus, you may continually use Relentless in successive challenges. Only if you are forced to bid additional traits such as due to wounds or Negative traits do you risk losing any of your other mental traits.
Advanced
Supremacy Gathering himself, the Koldun becomes a nearly unassailable bastion of mental reserve, turning his mind into a crushing, entangling force to destroy any with the temerity to assault him. Any ability that successfully touches the mind or emotions of the Koldun in any way (including Dominate, Presence, Dementation, Telepathy, sorcerous contests of will, etc) initiates a battle of wills. Immediately upon use of the power, and at the beginning of each round, make a reflexive, contested Willpower challenge between the Koldun and the invader the Koldun is considered the defender. The Koldun may retest with Intimidation, the assailant may retest with Intimidation or Subterfuge, whichever is more
appropriate to the power (powers attempting to affect the target usually use Intimidation, those that attempt to read are usually Subterfuge). If the Koldun wins, the power has no effect this round and he inflicts two unsoakable levels of bashing damage to the assailant. This damage bypasses Fortitude, as it represents the Koldun directly crushing the psyche of his opponent. If the assailant wins the Willpower challenge, he may either use/maintain his mental power OR escape from the grasp of the Kolduns mind and terminate the powers effect on the Koldun. Even if the assailants power has finished/succeeded, he must still engage in the challenge each round in order to disengage from the Kolduns mind and cease taking damage. This power does function against area-effect powers. However, the user of the area-effect power may reflexively decide to exclude the Koldun from the effect before engaging in the contest of wills, even if the power may not normally be selectively targeted. This means the Koldun is unaffected by the power, but the assailant does not risk damage/mental entrapment.
Way of Sorrow
From Kruchina, a goddess of mourning depicted as a perpetually weeping woman, to Likho Odnoglazoye, the emaciated one-eyed hag who represented privation and suffering, the pantheons of Eastern Europe brim with deities overseeing starvation, misery, misfortune, bitterness and death. Whether the gods hear their names or the spirits merely attend their mention, a koldun who understands the obscure Way of Sorrow can invoke the most dismal powers of the divine. This way pays no heed to gods of revelry or plenty, only those whose attentions promise tragedy. When you invoke any level of the Way of Sorrow, you spend one blood trait and make a Social Challenge against your opponent (and use the Koldunism Ability for retests). Generally, if an effect lasts for a number of turns, it takes effect as soon as you use it and lasts based on your turnsthat is, if you invoke a power on an enemy for one turn, it takes effect as soon as you finish the challenge and lasts until the beginning of your next turn. Count based on full turns, not on actions, just in case you have multiple actions in a turn (such as from Celerity). The Way of Sorrow is in some respects more subtle than most Ways. No telltale sign accompanies its use. However, if your enemy successfully overbids against you, you suffer the effects of your own power for five full turns.
Basic
The Frustrations of Nestrecha Named for the goddess of grief and failure, this power allows the koldun to rob an opponent of his resolve. The koldun's stare saps the target's will to struggle. Although the victim is overcome with a resigned pessimism or feelings of defeat, he can still take action to resist the koldun, including combat, but only in a half-hearted or fearful way. He musters none of his usual passion or determination.
Make eye contact with your subject, and perform the usual expenditures for the Way of Sorrow (if you have problems with people going to ridiculous lengths to avoid eye contact, you should look into whatever solution you've opted for Dominate). If you best the target in a Social Challenge, then the victim can't use any Willpower Traits to until your next turn. When your next turn comes, you may (as a reflexive action) expend a Social Trait and test again to sustain the power against the opponent (assuming it succeeded the first time); you don't need eye contact to maintain die power in this fashion. Once you fail a successive Social Challenge or decide not to maintain the power, it ends immediately. The Insults of Krivda Any Fiend worthy of the name can spit out a telling insult. But with this power, Krivda a goddess of hatred and bitterness ensures that the remark offends, enraging the recipient. In the TzimisceTremere conflicts of nights long past, koldun carried Krivda on their tongues, inciting their Usurper opponents to frenzy. They preferred to deal with angry fangs instead of calculated Thaumaturgy. This is a dangerous power to use, but it can unbalance a physically weak opponent who has access to powerful Disciplines or could be used to embarrass a Cainite by causing him to frenzy in public. Address your victim with some sort of offensive curse as you expend your blood and make your Social Challenge. You must roleplay some form of insult and offense if you do not, the power fails automatically. Older Tzimisce might lay out positively Biblical-sounding curses, while young Tzimisce could flay the ears with a gangbanger's lingo. If you perform appropriately and win the Social Challenge, your target immediately flies into a rage and attempts to attack you. In his next turn, your victim must make some sort of physical attack against you if at all possible. If the foe is a vampire who possesses the Self-Control virtue rather than Instinct, he may spend a Willpower point to resist with a Self-Control Virtue Test (difficulty of 4 Traits). If this fails, the target enters frenzy, which lasts at least five minutes. Willpower may not be used to prevent frenzy from this power, only resist it as described above.
Intermediate
The Weeping of Kruchina The glare of a koldun can make someone so miserable that they do nothing but cry. This power does more than spill a few tears it causes hysterical bawling, wailing and gnashing of teeth. Some depressing notion overcomes the victim. Vampires might mourn their lost humanitas or the passing of lovers who died long ago. Sometimes the source is more nebulous- koldun believe that it imparts the collected sorrow of their demesnes' sickened soil. Make your Way of Sorrow test against one opponent; if you win, the subject is overwhelmed with misery and breaks into hysterical sobbing for two turns. Although the target might still be able to run away, defend himself or the like, the concentration required for initiating any Mental or Social Challenge becomes impossible. You may extend the power with additional reflexive Social expenditures and tests, as described for The Frustrations of Nestrecha. Each turn that a vampiric opponent spends under this power results in the loss of one Blood Trait due to copious weeping of vitae.
The Misfortune of Chernogolov With a declaration that a person is doomed or destined fail, the koldun summons the attention of Chemogolovthe silver-mustached god of misfortune to her victim. Under Chemogolov's unlucky gaze, he is hindered in everything he does. If he fails, he does so spectacularly. When you call down The Misfortune of Chemogolov and speak an appropriately doom-saying phrase, your opponent immediately suffers a two Trait penalty on initiating and resolving any challenge. Thus, the enemy must risk at least three Traits just to enter any challenge and loses every additional Trait risked on a failed challenge. Furthermore, the subject is more likely to fail any test due to the penalty Traits. This is cumulative with injury or other penalties that inflict the victim.
Advanced
The Starvation of Marena By invoking the wife of Kupala, the koldun summons the cold and starvation that is the domain of Marena. A frosty gale blasts the victim and leaves him emaciated as if he had just survived the coldest of winters. The frostbitten and starving victim clings to (un)life, usually in no condition to contradict the koldun. The cold symbolizes of the passage of time in harsh conditions. Invoke the name of Marena, and make your Way of Sorrow challenge against the victim. If you win, the subject suffers two levels of unsoakable bashing damage (one in compressed scale) and, if a vampire, loses one Blood Trait. Additionally, if you have more Social Traits than the opponent, your effect may be more lethal: For every two current Social Traits that you have over your victim, score another two health levels of damage and one Blood Trait loss. If your opponent has more Social Traits than you, there is no penalty other than the possibility of an overbid.
Way of Storms
The Way of Storms is in a way a refined version of the Ways of Water and Wind, and calls upon inspiration from many of the old Slavic pantheon. While its immediate applications are not always evident, a creative Koldun can eke much advantage from being able to control the weather. While using this Way, the Kolduns eyes become orbs of shifting grey clouds, occasionally crackling with electricity. Unlike most powers, there is not a single defined effect for most powers of the Way of Storms. Instead, the Koldun spends a blood point and makes a Mental challenge against a static difficulty based on the degree of change he desires. Multiple changes to the weather (from the first three levels of this way) are possible for a single blood point; simply choose the changes desired and make a challenge for each. Failure in any of these challenges means the power fails entirely.
Basic
Svarogs Gaze This power allows the Koldun to control the temperature of an area. Svarog was a fire god of the ancient Slavic tribes drawing his gaze heats an area, while averting it chills the surroundings. It takes about 15 minutes to reach the desired temperature.
Effect Temperature +/- 10 F Temperature +/- 15 F Temperature +/- 20 F Temperature +/- 25 F Temperature +/- 30 F
At this level, the power can affect an area the size of small town. The changes persists for one hour plus one hour per mental trait spent. Stribogs Breath Stribog was the god of winds, sky, and air. This power lets the Koldun change the winds. Effect Gentle Breeze (up to 5mph change) Stiff Breeze (up to 15mph change) Steady Wind (up to 30mph change) Storm winds (up to 50mph change) Change wind direction up to 15 Change wind direction up to 30 Change wind direction up to 60 Change wind direction up to 90 Difficulty 6 7 8 9 6 7 8 9
At this level, this power and earlier ones can affect an area the size of small city. The changes last for two hours plus one hour per mental trait spent. If there is very little wind to start with, the Koldun can choose the direction of the wind freely.
Intermediate
Milk of Dodola Dodola is the goddess of rain and spring and the wife of Perun, god of thunder. When Dodola milks her heavenly cows, the clouds, it rains on earth. Though phrased in terms of rain, this power controls all forms of precipitation as long as the temperature is appropriate. Approximately 15 minutes are required for precipitation changes to take effect. Effect Summon/Dispel Fog Start/Stop Light Rain Start/Stop Heavy Rain Start/Stop Torrential Downpour Difficulty 6 7 8 9
At this level, this power and earlier ones can affect an area the size of large city. The changes last for four hours plus one hour per mental trait spent.
Spear of Perun Perun, the god of thunder, grants his spear to the Koldun. By spending a blood point, he can call down a lightning bolt from the sky to strike any enemy he can see. This power does not work indoors (barring a foe standing conveniently next to a window or under a skylight), and there must be at least some clouds in the sky. The lightning bolt inflicts three levels of lethal damage, and stuns the target for a full round, preventing any action.
Advanced
Podagas Wrath Podaga, the god of weather, unleashes his fury at the command of the Koldun. By spending between one and five blood points, the Koldun can summon a tornado. While he can choose the landing point of the tornado, its movement is randomly determined after that, though by spending a Willpower trait and making a mental challenge against 12 traits, the Koldun can attempt to steer it by 10 degrees. Tornadoes summoned by this power are rated F1 F5 depending on the number of blood points spent on the power. Anyone caught directly in the tornado will suffer lethal damage per turn equal to the rating of the tornado.
Way of Woodlands
The Tzimicse, in their remote retreats, have long been aware of the subtle power of the wilderness. The dark, untamed forests of the past can find their way into the present through a Kolduns use of this power. When using this power, the Kolduns eyes turn a verdant green shot with black, meandering lines that hint at roots or the veins in leaves.
Basic
Trackless Passage A Koldun using this power can intuitively become one with the land surrounding him. By spending a blood point and making a mental challenge against 7 traits, he will leave no tracks or trace of his passage, nor will his speed be hindered by any sort of plant life or growth. This power will last for a full night, but must be activated once per terrain type if the Koldun moves from a forest to a savannah, he must activate the power a second time. This power does not hinder tracking by scent. This power is generally useful anywhere with vegetation. Deserts and arctic wastes are usually out of the question, but swamps, grasslands, suburbs, city parks, and even kelp forests in the ocean succumb to this Ways influence. Turn the Wheel As Speed the Seasons Passing, pg 79, LoTN: Camarilla Guide. This power is not restricted by environment as long as an applicable target is present.
Intermediate
Leshys Grasp As Dance of Vines, pg 79, LoTN: Camarilla Guide. This power is not restricted by environment as long as an applicable target is present. Twisted Pathways This power allows a Koldun to turn a tract of wilderness into a confusing, nightmarish landscape. After spending one or more blood points, the Koldun reaches out and twists the land up to a full mile around him. Anyone besides the Koldun who attempts to navigate this area must make a static mental challenge against the Kolduns mental traits every minute. Success means he proceeds toward his destination. Failure turns him around and sends him off in a wrong direction. If multiple people are attempting to travel together, those who fail are separated from the rest. If a target wins three challenges in a row, he wins clear of the power and may reach his destination normally. Should a target lose three challenges in a row, they are hopelessly confused and locked in the power for the remainder of the scene, at which point they find themselves at a random point just outside the affected area. This power may only be used in a predominantly rural or wilderness area. Anything at least as densely populated as city suburbs causes the power to fail. The duration of this power depends on the blood expended, though the Koldun can dismiss it at will. Blood Spent 1 2 3 4 5 Duration Scene Until next sunset Week 2 Weeks Month
Advanced
Herding the Forest As Awaken the Forest Giants, pg 80, LoTN: Camarilla Guide. Substitute Koldunism for Occult. This power is not restricted by environment as long as an applicable target is present.
Koldunic Rituals
Published Rituals Chart
The following is a list of published rituals that are appropriate for Koldunism, and their source. Be sure to substitute Koldunism for any appropriate ability retest normally indicated (usually Occult).
Ritual Beast that Feeds on Dreams Blood of Flame Communicate with Sire Craft Weirding Stone Defense of the Scared Haven Deflection of wooden Doom Enlightenment Hospitality Invoke the Lesser Sign of Power Mephistophelean Minx Reawakening Dead Water Recure the Homeland Reflections Revelation of Blood Lineage Ritual of Death's Embrace Rouse the Elemental Spirit Service for Souls Ward* vs. Ghouls Withering Agony Beyond the Wall of Death Conjure Lesser Demon Dominion Earth's Embrace Incubus Visage Invoke the Greater Sign of Power Merging of Souls Pool of Secrets Raze the Lelek Sentinels of the Haven Ties that Bind Ward* vs. Cathayan Ward* vs. Fae Ward* vs. Kindred Ward* vs. Lupine Ward* vs. Vitae Conjure Greater Demon Create Revenant Line Create Vohzd Elemental Savior Fury of the Night Sky
1 1
Level Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Int Int Int Int Int Int Int Int Int Int Int Int Int Int Int Int Adv Adv Adv Adv Adv
Source Guide to the High Clans Guide to the High Clans Guide to the High Clans Caine's Chosen Guide to the High Clans Guide to the High Clans Sins of the Blood Guide to the High Clans Guide to the High Clans Sins of the Blood Guide to the High Clans Sabbat Guide Blood Sacrifice Guide to the High Clans Guide to the High Clans Guide to the High Clans Guide to the High Clans Laws of the Night: Revised Sins of the Blood Sins of the Blood Libellus Sanguinus 1 Players Guide to the Sabbat Blood Sacrifice Sins of the Blood Guide to the High Clans Guide to the High Clans Guide to the High Clans Sins of the Blood Guide to the High Clans Blood Magic: Secrets of Thaumaturgy San Fransisco by Night Laws of the Night: Storyteller's Guide Camarilla Guide Camarilla Guide Laws of the Night: Anarch Guide Libellus Sanguinus 1 Laws of the Night: Sabbat Guide Guide to the High Clans Sins of the Blood Guide to the High Clans
Page 189 190 190 68 190 190 98 190 191 98 190 131 85 190 190 191 190 186 98 99 62 120 86 99 191 192 192 99 192 133 130 72 113 113 68 63 171 193 100 193
Gaze of the Gorgon Nemesis of the Living Earth Paper Flesh The Inmost Tug Ward* vs. Demon Ward* vs. Ghost Ward* vs. Spirits
Blood Sacrifice Guide to the High Clans Laws of the Night: Sabbat Guide Guide to the High Clans Camarilla Guide Camarilla Guide Camarilla Guide
* - Any Ward may be learned as a Warding Circle. This increases the level of the ritual by 1, to a maximum of Advanced. 1 The relationship between kolduns and demons is an odd one. While it can devolve into pacts, investments, and so on, the rituals included here are more or less safe for the Koldun, at least in the sense that it will not in and of itself cause infernal taint or corruption. That said, it does afford the demon a chance to offer such gifts and tempt the koldun into a deeper relationship. Kolduns are advised to use caution, especially if they find themselves summoning demons more than once a month or so. Such is often a sign of growing dependence.
Basic
Enlightenment
The koldun may attune himself to the spirits around him by casting this ritual. The Koldun can feel spirits of the land around him for the duration of the ritual. The Koldun can tell the general type and location of Spirits in the area that are not hiding. This power does not detect other things in the Umbra, such as were-creatures. The effects of this ritual last for a week after its casting.
Withering Agony
By spending a blood trait and inscribing a glyph on a victim (and making a social challenge against her), the koldun entices the spirit of a dying tree to enter into the body of the target. The target will visibly sicken; his hair will begin to fall out, his skin turn ashen gray, rapid weight loss will occur, and a sickly sap will ooze from his pores. The target loses two physical and two social traits for the duration of the power, and suffers an immediate level of non-soakable lethal damage. Moreover, vampires spend two blood points to awaken each night instead of one for the duration of this art. This power lasts for one week.
Intermediate
Dominion
This ritual requires three hours of advance preparation, and prevents all uses of Animalism, Auspex, Dementation, Dominate, and Presence within an area up to 500 square feet, except by the caster of this ritual. Iron seals must be placed over all doors in this area; if one is removed or damaged, the ritual is dispelled. Lasts one week.
Incubus Visage
By ingesting (and spending) the blood of a boar and eating a piece of the victim's skin, the koldun can command a malicious spirit to inhabit and manifest in an offending target with a successful social challenge. Thereafter, the target will manifests the negative appearance traits Repugnant X3, gains the flaw Monstrous, and the flaw Eerie Presence for the duration of one week. This ritual may last for one additional week by spending an additional willpower at its casting. This ritual must be cast on the night of a half moon.
Merging of Souls
The koldun can command the various spirits to inhabit a ghoul, thus providing extra prowess to the ghoul. Each blood point spent on this ritual (used to "mark" the ghoul) binds a spirit into the ghoul, and each such bound spirit increases the ghoul's physical traits by one. The ghouls can be quite enhanced by this power, to a maximum of 18 traits. However, each trait after the third gives the ghoul a derangement and the negative social trait "bestial" or "repugnant", and the ghoul will be difficult to control due to the number of conflicting personalities that possess it. This art lasts for a number of nights equal to the
number of social traits spent when activating this art. Note that this power turns mortals into inanimate objects for the duration of the power, and will not work at all on other supernatural creatures.
Pool of Secrets
Wise koldun keep regular watch on their servants and allies, ever wary of treachery and deception. This ritual aids in such endeavors, providing a mystical means of spying unseen. The koldun skims his hands over a pool of brackish water without touching the surface. If the ritual succeeds, ripples shake and clear the water, unveiling a present image centered on a targeted person or place. The koldun must have spoken with the target person or visited the target place previously. If targeting a location, the view may not change once the vision unfolds. The maximum duration that can be spent scrying a specific target is a number of hours equal to the number of blood traits spent towards this end. If the koldun releases the vision, he may return to it during the duration with another pass of the hand.
A Koldun who regularly attempts to seize the wealth of the land will find it less and less responsive. This ritual may not be performed more than once per month, and for each consecutive month it is used, add two to the final blood cost. This penalty goes down by one blood per month the ritual is unused.
Advanced
Fury of the Night Sky
Applying fury magnified by blood and will, a koldun may project the full measure of his anger into the night sky. Churning gray clouds blot out stars and moon, unleashing spiraling gusts and a driving downpour of freezing rain. Lightning arcs overhead, each thunderous flash casting jagged shadows. With a successful activation test and at least one point of Willpower and one point of Blood, a koldun may conjure a terrible storm. It takes six hour for the clouds to gather and thicken overhead, minus one hour for additional Willpower spent. If this results in duration less than one, the clouds blossom outward from directly overhead like a black canopy, filling the sky in mere minutes. Once the clouds form, the rain begins to fall in torrents and the lightning begins. The storm persists at full strength for one hour per blood point expended. It gradually dissipates during the hour following that. During the peak of its fury, the storm may cause flooding and certainly chills any exposed mortal to the bone (one level of unsoakable bashing damage every five minutes of full exposure). Lightning strikes regularly far more than a usual storm. Indeed, a koldun may direct lightning at a foe. This requires
the player to spend one Willpower point and win a mental vs. physical challenge against the target. A successful strike inflicts 3 levels of aggravated damage. Only one such attack may be made each turn.
Elder (Level 6)
Bastion of the Overlord
Territory is of utmost importance to all Tzimicse, especially the Koldun. But the more territory one controls, the harder it is to prevent outside interference in that control. The Koldun can only perform this ritual on an area that could reasonably be considered his territory (ST discretion). Upon completion of the ritual, any magic or supernatural power attempting to cross the border of his territory is blocked. This can include scrying of any sort, astral projection, attempting to place a curse on the area, even something as simple as attempting to throw a fire bolt across the border at the Koldun. Any power up to Advanced is automatically blocked. Anything more powerful initiates a battle of wills as the attacker challenges the will of the Koldun (contested Willpower challenge). Any hostile magic directed against the Koldun within this territory that does not cross the border may still function, but the Koldun receives a free retest against it, and is always entitled to a challenge to resist.
Drowning in Earth
The Tzimisces connection to the land clearly influences this Koldunic curse. The magician commands the spirits of the land not to bear up the target of the curse. For the victim, earth and stone are no longer solid. Instead, they act like quicksand. A victim remains safe so long as she stays on wood, metal, plastic, cloth, or other substances (anything worn or handheld by the victim is affected by the curse as well). Brick and concrete count as stone for purposes of this curse. The victim cannot push through walls because the curse operates only in the down direction. Up or to the side, earth and stone remain solid. A victim can fall through stone floors until he reaches ground level. A victim who keeps his head can attempt to slowly swim to safety through yielding earth or stone. This requires total concentration: The victim can take no other action, and must make a physical challenge against 11 traits each turn. Success means he moves one foot laterally. Otherwise, the victim sinks one foot per turn. Once the earth closes over a victims head, he cannot swim back to the surface. The Protean power of Earth Meld partially counters this curse. A Cainite using Earth Meld can stabilize his position in the ground and can return ot the surface normally. The character must remain melded, however, if he wants to avoid sinking into the earth again. Indeed, for the curses duration, the victim can perform Earth Meld in solid stone or concrete but if the curse ends before the victim frees himself, he is trapped in stone with no way out. The ritualist makes a series of mental challenges against 9 traits to cast this ritual, until one challenge fails. Each success causes the curse to last one day, to a maximum number of days equal to the Kolduns permanent willpower.
Master (Level 7)
Imbued Vessel
While Kolduns are not as known for sorcerous knickknacks in the same way as the Tremere, those tools they have are very powerful. This incredibly powerful ritual allows for the creation of such items. The raw essence of the elements and koldunism is distilled and forced into a form of the Kolduns choosing. It is important to note that these items are not fetishes there is no spirit inside them. The power of these items must still follow the guidelines of Koldunism. To reiterate, that includes elemental/nature/territory based effects, spiritual effects, metamagical effects (magic that affects other magic), personal empowerment, and things that fit under the umbrella of folk magic (curses/hexes, divination, etc). The specifics of these items should be handled at storyteller discretion. However, the absolute minimum power level of one of these items should be equivalent to a Level 5 fetish, and most will be substantially more powerful. This ritual is not suitable for the creation of small to moderate tools. Items created by this ritual do acquire something of a low-level sentience. They develop an affinity for their creator, but tend to be malevolent to anyone else who uses them. This effect can be quite
dangerous, as such items can turn on their wielder, and many are canny enough to wait for the most inopportune moment. If the item is created for another person specifically the Koldun can mitigate this effect, but unless the intended recipient is of the Kolduns own blood, the item will at best begrudgingly tolerate the wielder. With some items this simply means the item failing to operate at inopportune moments. With those that reflexively activate or otherwise have some form of independent operation, orders and situations will not necessarily be interpreted in the best light possible, proving even more dangerous. A Koldunist may only create a number of items with this ritual equal to his permanent willpower. If an item is destroyed, it no longer counts toward the Koldunists limit. A Koldunist can destroy any item he created with an hour of dedicated concentration, regardless of distance, separation, or other countermeasures.