
Koldunic
Sorcery
Do you think your Thaumaturgy was around before my magics whelp? Do you think
your arcane paths are a match for my elemental mastery? You know where I get my
power. You were walking on it before you stumbled into my abode. That is right,
the ground beneath your feet is my source of energy, my source of power.
You
insignificant wretch shut your mouth, before I have to shut it myself. You know
NOTHING of my clan and it's practices. You know NOTHING of what we are. You will
NOT live through this experience, I assure you. But, this needs to be said, and
you are just so lucky to be around when I feel like telling this story. I don't
worry about you telling anyone else, since no one else will ever heard from you
again.
Often,
the ways of our spiritual enlightenment were based on what areas we resided in.
Of course, the Ways of Spirit and Fire were universal among us, but such things
as the Ways of Wind were known only to the koldun residing within the Carpathian
Mountains. The Way of Water was normally practiced by the koldun residing near
bodies of water. Such bodies included, but are not limited to: the Black Sea,
the Plain Lakes and the rivers of the Danube, Somes and Arges. And finally, the
Way of Earth was common with the koldun living in the flatlands and plateaus of
Eastern Europe.
What's
that? That's right.. we did use our Kuldunic Ways in fighting the usurping
Tremere. In fact, at the time of the Tremere's uprising our Kuldunic ways were
being practiced at their peak. With the Tremere and their blood magic, this
magic became the choice for us to fight with for the simple purpose of
protecting our lands. After our long and bloody battles, the Dark Ages passed
and the study of Koldunism also faded. It was almost entirely unpracticed and
rarely even spoken of.
In
today's times, only a few rare.. and ancient members of the Tzimisce clan, my
clan.. mind you, practice the ways of Koldunism. However, I have noticed that
this power has started to seep into a few of the minds of the youth as well. It
seems that a new era for learning is creeping upon us, and some of us.. would
like to see the old ways reborn. As you will see, if a vampire is truly skilled
in these powers.. everyone should have reason to fear her.
The System:
There
are six basic ways and several rituals, and is learned in the same type of
manner as Thaumaturgy. A character's base Koldunic Sorcery trait tells how well
he will learn the ways of the magic, and every dot learned in the Discipline
also earns her another dot in the Way of her choice. Obviously it doesn't apply
if it will place your character's rating higher than the character's knowledge
of Koldunic Sorcery. Kindred who want to learn Koldunic Sorcery, must also study
the Knowledge of Koldunism.
NEW
KNOWLEDGE:
Koldunism
This
Knowledge measures a Kindred's familiarity with the philosophies of Eastern
European animism. You will roll this ability with one of five possible
Attributes when attempting to invoke the power of the magic. For every level you
have, the more in-touch you get with the spiritual magic and the more you know
how to manipulate the natural elements which is Koldunic Sorcery.
1
- Student:
Well, you know the most basic stuff. You still have a bit to go.
2 - College: Hey, guess what? You can be called a koldun now! Watch out
for those pesky Tremere.
3 - Masters: You are up there with some of the most powerful koldun of
the Modern nights.
4 - Doctorate: Are you messing with me? The spirits cower when you get
ticked.
5 - Scholar: You know the spirits of the land. You are a master.
How
to invoke the powers of Koldunic sorcery:
First, spend a willpower point. Then, make the appropriate Attribute roll (whatever way you are trying to invoke) + Koldunism (difficulty 4 + the level of power).
Koldunic
Paths
There
is no primary path that you must learn, unlike with Thaumaturgy. Any of the ways
can be obtained at the normal cost of paths, but.. can your
character find a teacher for it?
Way
of Spirit
Charisma
This
allows the Koldun to "feel" out intruders or hostile spirits according
to her power Level. This power also confounds the use of the Obfuscate
Discipline.
1
- "See" everything within a 50-foot radius
2 - "See" everything within 100 yards
3 - "See" everything within a quarter-mile
4 - "See" everything within a mile
5 - "See" everything within five miles
Way
of the Earth
Stamina
When
a koldun employs a power of this way, his eyes change color to walnut brown and
his skin ripples with small patches of stone.
1
- Soil Silhouette
A koldun invoking this power has the ability to command dirt to rise up from the
ground and crawl up the legs of individuals. The soil rises quickly and as it
passes above their knees, renders him immobile. Range is 100 foot radius, the
dirt ends its ascent about halfway between the knee and hip.
2
- Unearthly Stamina
A koldun invoking this power temporarily borrows the earth's resilience, lending
him stamina. Some Elder Tremere of Eastern Europe reminisce on the frightening
capacity for pain their rival Koldun could withstand when invoking this. Can
also soak aggravated damage. Last one scene.
3
- Soil of Death
A Koldun commands roots to rise from the ground and drag a victim below the
surface, incapacitating him. Once buried up to his neck, a victim finds it
increasingly hard to breathe with the weight of the earth crushing his chest.
The victim remains trapped one turn for every success. Mortals and ghouls will
have a very difficult time breathing due to the prolonged pressure of the
compact earth and will suffer one level of lethal damage for every turn. Can use
Stamina.
4
- Root of Vitality
This power allows the koldun to draw any individual into the earth up to the
neck to heal grievous wounds. Costs a Willpower point. The character must remain
in the ground for one turn per health level in order to heal the wounds. All
damage can be healed in this manner including aggravated damage, though the
injured must spend one blood point per aggravated wound level that he desires to
heal. During this time, the subject is helpless and unable to perform any other
actions.
5
- Dracula's Restless Soul
When invoking this power, a koldun creates a large earth tremor capable of
shaking the foundations of a city block. With the expenditure of a Willpower
point, the koldun can cause the earth to shake violently. Each success increases
the radius of the quake. One structure, Five Structures, residential street,
half a city block, full city block. Victims suffer lethal damage. Cars, RVs and
small houses suffer substantial damage and can be destroyed. Bldgs 3 stories and
highers may sustain some structural
damage but the tremor is not strong enough to destroy them.
Way
of Wind
Perception
When
a koldun invokes a power of this way, his eyes change color to sky blue and
gusts of wind breeze all about him.
1
- Winds of Guilt
This is a means of insuring loyalty without a blood bond. A wind gusts around
the victim that sounds like whispering voices, telling of the horrors that would
befall them and their family should they betray their voivode. These voices will
slowly warp the mind and only after the sorcery has waned will the victim regain
coherence. Koldun also enjoy using this during ritae before feeding, enjoying
the mixture of adrenaline in the blood of someone striken with terror. Each
success increases the duration of this power. One scene, one night, one week, 2
weeks, one month.
2
- Biting Winds
The koldun creators of this attempted to invoke a wind as chill as the air atop
the Carpathian Mountains. They noted the pain their victims endured as their
body temperature dropped until the blood froze in their veins. Modern koldun
sometimes refer to its effects as "meat locker". A very cold breeze
will gust in the area of the vampire's choice in about a 100 yard radius. Little
by little, the winds gust faster and colder and continues until the wind blasts
a stabbing chill difficult for anyone to ignore. Those affected are reduced to
half movement and those trying to enter the area suffer a level of bashing
damage.
3
- Winds of Lethargy
Although these winds do not induce immediate sleep in a victim, prolonged
exposure causes extreme exhaustion and fatigued movements. Targets can smell a
bittersweet smell and individuals also claims that the winds feel like many
intangible hands persistantly rubbing their muscles to relaxation. With the
expenditure of a Willpower point, the koldun creates a wind that induces
lethargy within a 200-foot radius, remaining for two turns per success.
Breathing and blinking are innate so unaffected but will be labored. Movement
rates of victims is reduced to half for one scene.
4
- Traveling the Winds
A koldun can travel at incredible speeds by riding along the winds. A koldun's
body becomes almost ethereal while he moves along the winds, disappearing into a
blurry outline of physical self and re-materializing the same way. Takes a full
turn to invoke this power. Spending a Willpower point, the koldun will travel at
250 mph, though not directly effecting the how fast the wind blows. Must be
invoked outside, though he can avoid all obstacles outside, the koldun lacks the
control to manuever through a building and risks slamming into wall, doors, and
people at this speed.
5
- Body of Zephyr
A koldun dissolving into Body of Zephyr blends into the air, manuevering through
the smallest cracks. The koldun's body retains its basic shape, though it is too
ephemeral and transparent for onlookers to make out any physical details. It
takes a full turn to invoke this and the expenditure of a Willpower point. The
koldun moves at double his normal movement, though he cannot take any physical
actions. Other powers of Way of Wind can be used with this with the spending of
an additional Willpower point at their activation. No other disciplines can be
used. This state can be maintained indefinetely, though he can return to his
original state after one full turn of concentration.
Way
of Water
Wits
This
way was practiced primarily among koldun with havens near some water source,
from the Plain Lakes to the Black Sea. With their powers, these Koldun
confounded many Turkish invasion attempts along the Danube River, sinking their
ships and drowning them under mystical riptides. When employing this power, a
koldun's eyes change color to vivid, almost glowing aquamarine.
1
- Pools of Illusion
At the beginning of this level of Way of Water, a koldun has the ability to
create a three-dimensional illusion along the surface of the water. The illusion
can speak and walk, but is intangible and cannot leave the boundaries of the
water. Lasts for several seconds then slowly dissipates.
2
- Watery Solace
Should a koldun need shelter, from enemies or the rising sun, she may opt to
sink below the cool, dark protective waters. As the vampire walks into the
water, she sinks below its surface, protected by the magic of the liquid. Though
a koldun can immerse herself into nearly all water sources, she cannot move
around within it; water currents mystically avoid the koldun's dead body at her
original interring point. The water must be at least a foot in depth and as
large as her body. A vampire is completed concealed from the ray's of the sun.
3
- Water Walk
No longer bound by the laws of physics, a koldun has the ability to walk along
the fluid surface of the water. So long as she invokes this power, the vampire
may walk the water's surface as if it is as solid as earth. This does not
prevent the creatures of the sea or lakes from interacting with her. Dolphins
could torment her or a hungry shark take a bite. It is also possible to be
spotted by fishermen, individuals in boats or even people swimming nearby.
4
- Watery Minions
The koldun of the Middle Ages often invoked these minions from the moats
surrounding their castles. These servants are completely comprised of water. The
minions follow only very simple instructions from the koldun, though they do so
without hesitation. For every success, one minion rises from its source of water
and forms into any shape the Koldun wants. They do have the ability to attack
and defend. As they are composed of water, bashing damage doesn't slow them
down, though fire-related attacks do extra damage. Minions last for one night.
5
- Doom Tides
Many Turkish ships lie below the Black Sea, destroyed by mighty whirlpools
invoked by koldun. Victims fight to keep themselves afloat or else find
themselves sucked into whirling tides. Some of tonight's koldun entertain
themselves by creating swirling riptides in pools to surprise late-night
swimmers. Every success increases
the
width of this maelstrom by 10 feet. Lasts for one scene.
Way
of Fire
Manipulation
Ancient
koldun created the Way of Fire by first manipulating the molten magma that
exploded from volcanoes found throughout Eastern Europe. Then they evolved their
control over the fiery liquid earth to the point of invoking their own unique
effects that would not necessarily occur during volcanic activity. Koldun who
possess the powers of the Way of Fire in the modern nights are feared simply for
their capacity to destroy so much in a short amount of time, just as a volcano
can eliminate life on entire islands within a day. When invoking any of the
powers of this way, a koldun’s eyes glow a feverish orange. Kindred observing
these powers in use may be overtaken by Rötschreck (with the exception of the
koldun , of course).
1
- Shatter
In a small demonstration of power that is inherent of the Way, a koldun invokes
the air about an object to increase in temperature until the object combusts.
System: Costs a Willpower point. The koldun must have a target object in his
line of sight before he can cause it to Shatter. Once this power is invoked, the
heat around the target object intensifies until the object spontaneously
combusts. Anything the size of a car cannot Shatter, as it is much too large.
This power cannot be used on living beings or Kindred.
2
- Rouse the Molten Rock
The koldun can now cause magma to bubble up from the earth’s core and slowly
ooze its way along the ground. Although there is not a substantial amount of
lava present, the magma burns through nearly everything it comes in contact
with. The molten fires slowly work their way along tree trunks, spread from
bottom to top floor of a house and may even eat through a metal door.
System: Only enough magma to fill a bathtub boils up through the ground, though
it causes a victim to suffer three health levels of aggravated damage. It oozes
along the ground in any direction the koldun desires, but at a slow-as-molasses
rate. When the duration of this power expires, the magma instantly cools,
creating a small slab of solid rock.
3
- Gates of Magma
The koldun invokes molten rock to bubble up from the ground in a circular ring,
10 feet high. The flow of lava is constant, creating a makeshift wall of super-
heated rock around the koldun. So long as this power remains in effect, it is
nearly impossible for individuals to traverse the Gates of Magma without causing
themselves severe bodily harm. It takes mighty resolve for a person to even
approach the wall, as it gives off heat that causes grievous bums.
System: For every success the player scores, the seething hot lava will continue
to surround his person for two turns. Anyone physically touching the Gates of
Magma suffers three health levels (not dice) of aggravated damage.
4
- Heat Wave
The koldun acts as a conduit for steam geysers and evokes a blast of dehydrating
air, withering and desiccating an opponent.
System: The player spends a Willpower point. The vampire calls up hydrogen
sulfide from the Earth’s mantle and blasts a target. Mortal victims suffer
five health levels of lethal damage as their bodies dehydrate. Vampires react
similarly and also suffer five health levels of lethal damage, which they may
soak. Kindred also lose five blood points that evaporate from the body
(regardless of their soak roll), resulting from the extreme heat of this gas.
Note that this may send some Kindred into frenzy or torpor.
5
- Volcanic Blast
At this mastery level of the Way of Fire, a koldun commands lava to explode from
the ground in a huge stream. The molten rock sprays in a large arc, then moves
in small rivers in every direction, burning, melting and destroying most
everything in its path. Cars melt in these rivers, trees catch fire and burn to
the ground, and houses erupt into flaming infernos in the wake of devastation.
System: This power is not subtle. Lava erupts 20 feet into the air from
underground with the expenditure of a Willpower point. For every success the
player scores, the lava continues to explode from underground and move in rivers
in all directions for one turn. Anything coming in contact with this molten rock
suffers three levels of aggravated damage per turn (soakable only with
Fortitude). Once this power expires, the lava will cease its eruption and all of
the magma will quickly cool, trapping objects remaining within the river stream
in a thin sheet of rock.

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