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Koldunic Sorcery Packet - New England Nights

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    Koldunic Sorcery Packet

    New England Nights

    Table of ContentsBasic Rules .......................................................... 1

    Learning in-clan .............................................. 1

    Learning out-of-clan ....................................... 2

    Miscellaneous Rules ....................................... 2

    Ways of Koldunism ............................................ 3

    Common Ways ............................................... 3Way 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 ................................ 21MET Translations & Other Rituals ............... 23

    Basic ......................................................... 23

    Intermediate ............................................ 24

    Advanced ................................................. 26

    Elder (Level 6) .......................................... 27

    Master (Level 7) ....................................... 28

    Basic Rules

    Learning in-clanKoldunists 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 byKoldunists 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.

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    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-clanLearning 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 extratraits 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 Koldunismpowers.

    Defenders may retest using Dodge (for single target effects), Survival (for area effects, if they areable 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 learnAdvanced powers, and Koldunism 6 to learn any Elder-level and above powers.

    Unlike Thaumaturgical paths, Koldunic Ways can exceed level 5 (Advanced). Like most elder-level disciplines, the powers manifested at such high levels are frequently unique to the

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    individual.

    As a corollary to the previous point, Koldunism is not quite as flexible as Thaumaturgy. Its Waysare 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 KoldunismThere 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 WaysSpirit, 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

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    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, theKoldun 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 onceattuning his vision to one will cancel the

    ability to look into the other, if it is already in place.

    Way of EarthWhen 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.

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    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, andcreatures 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).

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    Physical traitsArea of Effect

    1 - One structure

    2 - Five structures

    3 - Residential street

    4A city block5A 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.

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    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.

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    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. Theillusion 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

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    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 othersa 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.

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    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 powerpreviously 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 ZephyrA Koldun dissolving into Body of Zephyr blends into the air, maneuvering through the smallest of cracks.

    The Kolduns body maintains itsbasic 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

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    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 onefull turn of concentration.

    Esoteric WaysThese 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 somewhatfor 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 theflow 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 vampireit 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 willan 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

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    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 forwhich 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 bloodthe 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 theland 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 Maximum claimed area (radius)

    1 1 mile

    2 4 miles

    3 9 miles

    4 16 miles

    5 25 miles6+ (Level2) miles

    When using this way, the Kolduns eyes turn black, with pinpricks of light in them, almost like a star field.

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    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 supernaturalstronghold 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 spiritsin the domain. Those spirits that reside permanently within the domain become easier for the Koldun to

    affect in any wayhe 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.

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    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 traitdifficulty 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 EldestA Koldun who has mastered his domain to this degree is a fearsome enemyand woe betide the foe

    who brings an army to the Kolduns doorstep. By spending a blood trait and making asocial 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.

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    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 orWillpower 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 FrostThe 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 ThoughtsThe 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 Relentlessas 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 Relentlessin

    successive challenges. Only if you are forced to bid additional traitssuch as due to wounds or

    Negative traitsdo 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 mindinto 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 invaderthe Koldun is considered the defender. The Koldun may retest

    with Intimidation, the assailant may retest with Intimidation or Subterfuge, whichever is more

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    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 anumber 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.

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    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 Tzimisce-

    Tremere 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 runaway, 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.

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    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 andresolving 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 StormsThe 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 tribesdrawing his gaze heats an area, while averting it chills the surroundings. It takes

    about 15 minutes to reach the desired temperature.

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    Effect Difficulty

    Temperature +/- 10 F 5 Traits

    Temperature +/- 15 F 6 Traits

    Temperature +/- 20 F 7 Traits

    Temperature +/- 25 F 8 Traits

    Temperature +/- 30 F 9 Traits

    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 Difficulty

    Gentle Breeze (up to 5mph change) 6

    Stiff Breeze (up to 15mph change) 7

    Steady Wind (up to 30mph change) 8

    Storm winds (up to 50mph change) 9

    Change wind direction up to 15 6

    Change wind direction up to 30 7

    Change wind direction up to 60 8

    Change wind direction up to 90 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 Difficulty

    Summon/Dispel Fog 6

    Start/Stop Light Rain 7

    Start/Stop Heavy Rain 8

    Start/Stop Torrential Downpour 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.

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    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 F1F5 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 greenshot 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 typeif 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 succumbto 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.

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    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 Duration

    1 Scene

    2 Until next sunset

    3 Week4 2 Weeks

    5 Month

    Advanced

    Herding the Forest

    AsAwaken 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 ChartThe 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).

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    Ritual Level Source Page

    Beast that Feeds on Dreams Basic Guide to the High Clans 189

    Blood of Flame Basic Guide to the High Clans 190

    Communicate with Sire Basic Guide to the High Clans 190

    Craft Weirding Stone Basic Caine's Chosen 68

    Defense of the Scared Haven Basic Guide to the High Clans 190

    Deflection of wooden Doom Basic Guide to the High Clans 190

    Enlightenment Basic Sins of the Blood 98

    Hospitality Basic Guide to the High Clans 190

    Invoke the Lesser Sign of Power Basic Guide to the High Clans 191

    Mephistophelean Minx Basic Sins of the Blood 98

    Reawakening Dead Water Basic Guide to the High Clans 190

    Recure the Homeland Basic Sabbat Guide 131

    Reflections Basic Blood Sacrifice 85

    Revelation of Blood Lineage Basic Guide to the High Clans 190

    Ritual of Death's Embrace Basic Guide to the High Clans 190

    Rouse the Elemental Spirit Basic Guide to the High Clans 191

    Service for Souls Basic Guide to the High Clans 190

    Ward* vs. Ghouls Basic Laws of the Night: Revised 186

    Withering Agony Basic Sins of the Blood 98

    Beyond the Wall of Death Int Sins of the Blood 99

    Conjure Lesser Demon1 Int Libellus Sanguinus 1 62

    Dominion Int Players Guide to the Sabbat 120

    Earth's Embrace Int Blood Sacrifice 86

    Incubus Visage Int Sins of the Blood 99

    Invoke the Greater Sign of Power Int Guide to the High Clans 191

    Merging of Souls Int Guide to the High Clans 192

    Pool of Secrets Int Guide to the High Clans 192

    Raze the Lelek Int Sins of the Blood 99

    Sentinels of the Haven Int Guide to the High Clans 192

    Ties that Bind Int Blood Magic: Secrets of Thaumaturgy 133

    Ward* vs. Cathayan Int San Fransisco by Night 130

    Ward* vs. Fae Int Laws of the Night: Storyteller's Guide 72

    Ward* vs. Kindred Int Camarilla Guide 113

    Ward* vs. Lupine Int Camarilla Guide 113Ward* vs. Vitae Int Laws of the Night: Anarch Guide 68

    Conjure Greater Demon1 Adv Libellus Sanguinus 1 63

    Create Revenant Line Adv Laws of the Night: Sabbat Guide 171

    Create Vohzd Adv Guide to the High Clans 193

    Elemental Savior Adv Sins of the Blood 100

    Fury of the Night Sky Adv Guide to the High Clans 193

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    Gaze of the Gorgon Adv Blood Sacrifice 86

    Nemesis of the Living Earth Adv Guide to the High Clans 193

    Paper Flesh Adv Laws of the Night: Sabbat Guide 133

    The Inmost Tug Adv Guide to the High Clans 192

    Ward* vs. Demon Adv Camarilla Guide 114

    Ward* vs. Ghost Adv Camarilla Guide 114

    Ward* vs. Spirits Adv Camarilla Guide 114

    * - Any Ward may be learned as a Warding Circle. This increases the level of the ritual by 1, to a maximum of Advanced.

    1The 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.

    MET Translations & Other RitualsThese rituals come from a variety of sources. Some are player made, some are adapted from other

    WoD sources, etc.

    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.

    Invoke the Lesser Sign of PowerBy invoking his element, a koldun may command spirits to lend their dominion. Mortals who behold this

    sign respond in subservient fear. No blood is required for this ritual. If successful, the casters eyes glow

    with elemental power appropriate to his highest rated Common Way. Whether they dance with flame or

    shine as bottomless azure pools, any mortal who beholds the sign recognizes the unnatural power of the

    vampire. Any mortal who can see the piercing radiant eyes are -2 traits on Intimidation challenges. This

    effect lasts until dawn.

    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 visiblysicken; 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.

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    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 isdispelled. 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.

    Invoke the Greater Sign of Power

    With a successful casting, the koldun takes on the visage of his most favored element, as determined by

    his highest-ranked way. If the koldun is equally skilled in multiple Ways, the Koldun must pick, upon

    casting, which aspect of his Koldunism he wishes to highlight in this manner.

    Those attuned to earth grow stony skin, cracked and pitted as by the wear of centuries. Their footfalls

    resound heavily and their voices grate with slow implacability. Koldun attuned to air appear to blur

    along every outline, surrounded by spiraling winds and constant meaningless whispers... Water marks

    its masters with a wet sheen and footprints of mud. Fire lends a ruddy hue to the skin and the distortion

    of heat waves rising perpetually from the casters body. Spirits mark is most subtle, a vague sense of

    otherworldly power and the flicker at the edge of peripheral vision as of a host of invisible beings

    thronging about the caster. Regardless of cosmetic effects, this ritual makes all Koldunic Sorcery easier.

    The elemental attunement makes other tasks more difficult, however, as the caster is too focused on

    mystical matters to pay full attention to his surroundings. The mechanical effect of this fixation is a

    reduction of all Koldunic casting difficulties by 2 Traits and the increase of all other challenges by one.

    This transformation also intimidates mortals as a Lesser Sign of Power. The effects of this ritual last until

    dawn.

    Merging of Souls

    The koldun can command the various spirits to inhabit a ghoul, thus providing extra prowess to theghoul. 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

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    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 handsover 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.

    Refuge of the Thirsty Grave

    Observation of Gangrel led to the creation of this useful ritual, permitting its own form of earth-melding

    as an escape from the suns hateful rays. Upon successfully casting this ritual, the koldun sinks into thesoil as per the Protean power Interred in Earth. This powers use has no upward duration, however.

    Instead, the earth drinks one point of the Cainites blood each day until his player makes a successful

    Physical Challenge against 6 traits to awaken and dig free in a shower of dirt. The koldun may attempt

    escape any time, though not more than once per hour.

    Seizing the Land's Wealth

    The Tzimisce voivodes were long masters of their domains, but even they might find they lack the

    necessary natural resources to fulfill all their desires. Ruling by strength and fear cowed the peasants,

    but did little to lure commerce. For that, a voivode could either send lackeys outside of his lands to fetch

    what was needed, or he could entice others to enter. And nothing worked quite so well for enticement

    as the treasures that lay under their feet.

    In the beginning of the evening, the Koldun bleeds into a chalice or bowl full of salt, then plants the

    mixture in fertile soil with his own hands. At midnight, he must dig up the patch of ground, and if the

    ritual is successful he will find a small trove of treasure commensurate with his sacrifice. The exact form

    varies but typically consists of nuggets of pure gold, cut gems, and other such highly valued materials.

    The value of these items equals a single month of income from Resources equal to the blood spent on

    the ritual.

    This wealth comes with a caveat, however. It is tainted from the touch of greed and the foul spirits who

    dredge it to the surface for the koldun. After a month, anyone in possession of the wealth begins to

    experience misfortune, small things at first that gradually escalate over the next month or two. The

    ultimate severity of this bad luck depends on how much of the treasure is kept together - holding on to

    one month worth of Resources 1 will likely cause only minor (if constant) inconveniences, while

    stockpiling a month's worth (or more) of Resources 6 will eventually be quite dangerous, possibly even

    deadly. The koldun is not immune to this effect - he should divest himself of the treasure as quickly as

    possible.

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    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.

    The Unblinking EyeThis ritual was developed by kolduns specializing in the Way of Spirit. It takes advantage of mystical

    methods of sensory perception forged by others. This has only one effect, but it is quite profound. For

    the duration of the night, any form of mystic observation of the Koldun automatically forges a

    connection back along the same path. This typically applies to various forms of scrying, but also works

    with Astral Projection and other means of mystic observation.

    Mechanically, this means that anyone observing the koldun through mystic means is immediately

    noticed by the koldun and can be perceived as if they had entered his Way of Spirit domain. The koldun

    can sense the scryer and the immediate area around them (generally a room, or ten yards if a hard

    number is required). The koldun may utilize his other Ways to affect the scryer as per normal, based onhis proficiency in the Way of Spirit. This penetrates even warded or mystically defended areas, since the

    hole in the defenses has already been made by the person scrying. However, if the scrying link is

    broken, so too is the kolduns perception and ability to affect the area in question.

    Needless to say, this ritual requires at least some proficiency in the Way of Spirit.

    Ties that Bind

    If the Koldun spills her own blood over the soil, and then ingests the soil, she effectively gives herself

    one bonus trait in each category that may only be used for challenges involving Koldunic sorcery. This

    lasts for the next three nights. This ritual may only be used once every three nights.

    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, therain 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

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    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.

    Gaze of the Gorgon

    The koldun may transform a captive victim into a stone statue. This ritual requires the expenditure of

    two blood traits, and a third, to be force fed to the victim, who must be present for the entirety of thehour-long ritual. The koldun then engages the target in willpower vs. willpower challenge. If the Koldun

    succeeds, the target becomes a stone statue. For mortals, this is permanent, although kindred will

    revert to their natural form after one year. When a kindred reverts back to its normal state it must make

    a Self Control test vs. 5 traits or frenzy.

    Indomitable Earth, Untouchable Sky

    This ritual draws upon the infinite strength of the elements, allowing the Koldun to channel a portion of

    them. It lasts a full night, and has two effects.

    The Koldun never automatically loses on ties for any reason - wound penalties, contesting againstAdvanced Potence/Celerity, etc. This does not mean the Koldun automatically wins on ties, but rather

    that he is always entitled to compare traits. Also, the Koldun may spend a Willpower point for a retest

    on any challenge.

    The Inmost Tug

    Unlike other rituals, this ritual requires no blood expenditure. The Koldun engages a target in a social

    challenge. If she succeeds, the Koldun may intensify the feelings of a blood oath. Love may be turned to

    lust, or refined to fraternal devotion. The blood oath may even be warped into abject fear, resentment,

    or even hatred.

    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 abattle 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.

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    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 stabilizehis 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 concretebut 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 fetishesthere 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

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    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.


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