Koldunic Sorcery Long before the blood magics of the Tremere appeared, the Tzimisce wielded the mystical art of Koldunic Sorcery. Sorcery. Unlike the arcane paths of Thaumaturgy Thaumaturgy,, Koldunic Sorcery is a spiritual spiritual magic that manipulates manipulates the elements in nature. nature. From the magically magically rich and diseased soil of their ancestral demesnes, the Tzimisce drew demonic power. power. ow, through the proper rites of contrition and binding, a koldun can summon forth the elemental correspondences that shape natural forces. The specific ways of this spiritual magic were often taught to no!ice koldun based on their regional settings. For e"ample, though the #ays of Spirit and Fire were uni!ersal, the #ay of #ind was known only among koldun residing in the $arpathian %ountains. The #ay #ay of #ater #ater was predominantly practiced by koldun who made their ha!ens near bodies of water like the &lack Sea, the 'lain Lakes and ri!ers of the (anube, Somes and )rges. The #ay #ay of *arth was common among koldun residing in the flatlands and plateaus of *astern *urope. (uring the time of $lan Tremere+s Tremere+s birth, Koldunic Sorcery was at its height in practice. #ith the threat of the Tremere and their blood magic, this sorcery became the weapon of choice for the koldun fighting t o protect their lands. &loody feuds between these two camps of sorcerers stained the (anube crimson and powerful magic defiled the land. )s the (ark )ges passed, Koldunic Sorcery faded as well, unpracticed and spoken of only in passing and halftruths. -n tonight+s world, only a few, !ery ancient Tzimisce practice Koldunic Sorcery. Sorcery. These sur!i!ing koldun are e"tremely territorial, rarely surfacing long enough to make their presence known, and prefer to keep to themsel!es, surrounded by ruins of oncemighty castles and manses. #ith the mysterious disappearance of the Tremere antitribu, knowledge and philosophy of Koldunism is more freuently shared with anyone willing to learn of its e"istence, and has begun to spread among the ranks of the Sabbat+s youth. Some suspect that enterprising Fiends ha!e leaked a bit of their wisdom to the sect in order to keep the old ways in practice. %ore cynical Sabbat, though, belie!e that a cle!er $ainite or pack managed to steal a few secrets from a la" Tzimisce and passed them on to whoe!er wanted to learn. System: Koldunic Sorcery consists of fi!e elemental ways and se!eral rituals, and is learned in a system similar to Thaumaturgy. Thaumaturgy. ) character+s character+s base Koldunic Sorcery Sorcery Trait Trait dictates how well well he may learn the ways ways of the magic, and each each dot earned in the (iscipline also also earns the character another dot in the way of her choice. /b!iously, /b!iously, this bonus dot may not be allocated to a way that would be rated higher than the character+s knowledge of Koldunic Sorcery. Sorcery. Kindred intent on learning Koldunic Sorcery must also study the uniue Knowledge of Koldunism. For a character to in!oke the powers of Koldunic Sorcery, Sorcery, a player must spend a #illpower point, then make an appropriate )ttribute )ttribute 0go!erned by the way in uestion1 2 Koldunism roll 0 difficulty 3 2 the le!el of the power1. These fi!e types of )ttribute rolls are Charisma for the Way of Spirit, Stamina for the Way of Earth, Perception for the Way of Wind, Wits for the Way of Water and Manipulation for the Way of Fire. Unlike Thaumaturgy, Thaumaturgy, there is no primary path that must be learned4 any of Koldunic Sorcery+s ways are accessible at the standard cost of paths, pro!ided the koldun can find a teacher or suitable te"t. Storytellers are ad!ised that this is a rare form of spiritual magic, and that characters are unlikely to ha!e access to it unless they are apart of the Sabbat or otherwise ha!e reason to research Koldunism. 'layers must keep in mind that Koldunic Sorcery has only 5ust begun to circulate within within the Sabbat4 it is a certainty certainty that a member of the the $amarilla or of the the independents isn+t going to be searching searching out this art, if she is aware of it at all.
New Knowledge Koldunism This Knowledge measures a Kindred+s familiarity with the philosophies of *astern *uropean animism. 6ou 6ou will roll this ability with one of fi!e possible )ttributes when attempting to in!oke the power of the magic. For e!ery le!el you ha!e, the more intouch you get with the spiritual magic and the more you know how to manipulate the natural elements which is Koldunic Sorcery. Sorcery. ! Student: #ell, you know the most basic stuff. 6ou still ha!e a bit to go. " ! College: 7ey, guess what8 6ou can be called a koldun now9 #atch out for those pesky Tremere. # ! Masters: 6ou 6ou are up there with some of the most powerful koldun of the %odern nights. $ ! %octorate: )re you messing with me8 The spirits cower when you get ticked. & ! Scholar: 6ou know the spirits of the land. 6ou are a master. Possessed 'y: ) few young Sabbat4 Tzimisce 0and old ones at that1 Specialties: 'hilosophy, :itual, Lore, :elations with Spirit
()E W*+ F E*-() )ncient koldun hospodar rulers once claimed so!ereignty o!er the lands of *astern *urope, manipulating the magically rich chernozem ;black earth; to in!oke their power and instill fear in their boyars and peasants. ow, the young koldun of the Sabbat beckon the spirits of the the #estern #estern soil and deri!e their their powers of the #ay of *arth from from natural surroundings. surroundings. #hen a koldun employs employs a power of this way, his eyes change color to walnut brown and his skin ripples with small patches of stone.
! S./ S./)0E((E ) koldun in!oking this power has the ability to command dirt to rise up from the ground and crawl up the legs of an indi!idual. The soil rises up !ery uickly and, as it passes abo!e a !ictim+s knees, renders him immobile. System: Success on the acti!ation roll causes the dirt anywhere within a < ==foot radius of the in!oker to roil and crawl up a !i ctim+s legs4 the dirt ends its ascent about halfway between the knees and hips. Unless the sub5ect can score fi!e successes on a Strength 2 Sur!i!al roll 0difficulty >1, he remains trapped in place by the Soil Silhouette for a number of turns eual to t wice the successes the player scored on the acti!ation roll.
" ! 0NE*-()/+ S(*M.N*
) koldun in!oking this power temporarily borrows the earth+s resilience, lending him stamina. Some elder T remere of *astern *urope reminisce on the frightening capacity for pain their ri!al koldun could withstand when in!oking Unearthly Stamina. Sabbat koldun often use this pow e" to pro!e their mettle during theritae. System: )fter spending a #illpower point and making a successful Stamina 2 Koldunism roll 0difficulty >1, the player may add two temporary Stamina dice when soaking damage. These can be included in soaking aggra!ated damage. This effect lasts for one scene.
# ! S./ F %E*() &y in!oking Soil of (eath, a koldun commands roots to rise from the ground and drag a target below the soil, incapacitating him. /nce buried up to his neck, a !ictim finds it increasingly difficult to breathe as he feels the weight of the earth crushing his chest. System: :oots issue forth from the ground and wrap themsel!es around the legs, ankles and waist of a !ictim, pulling him underneath the earth. For e!ery success a player scores on a Stamina 2 Koldunism roll 0difficulty ?1, the !ictim remains trapped underground for one turn. %ortals and ghouls will ha!e a !ery difficult time breathing due to the prolonged pressure from compact earth, and must make a Stamina roll 0 difficulty ?1 or suffer one le!el of lethal damage for e!ery turn they spend entombed in the earth.
$ ! -( F 1.(*/.(+ %any healers belie!ed that burying a person in the ground would allow the rich soil to purge him of his ailments. This power allows the koldun to draw any person into the ground up to the neck to heal grie!ous wounds. System: #ith the e"penditure of a #illpower point, the koldun commands the soil to pull a person down into the ground in order to heal her wounds. ) character must remain underground for one turn per health le!el he heals. )ll damage a character suffers can heal in this manner including aggra!ated wounds, though the in5ured party must spend a blood point per aggra!ated wound le!el that he desires to heal 0assuming the wounded character may do so1. (uring this time of healing, the sub5ect is helpless and unable to perform any other actions.
& ! %-*C0/*2S -ES(/ESS S0/ 'easants whisper silent prayers to protect themsel!es from the unusual tremors that sometimes shake the $arpathian %ountains, which they belie!e to be the spirit of (racula waking from centuries of slumber. -n truth, this odd seismic acti!ity is the result of koldun calling upon the dormant wrath of the blighted land. #hen in!oking this power, a koldun creates a large earth tremor capable of shaking the foundations of a city block. System: #ith the e"penditure of a #illpower point and a successful Stamina 2 Koldunism roll 0difficulty @1, a player enables her character to cause the earth to shake !iolently. *ach success she scores increases the radius of the uake4 !ictims within the area of effect suffer <= dice of lethal damage. $ars, : A sand small houses suffer substantial damage and, at the Storyteller+s discretion, may be destroyed altogether. &uildings three stories and higher, such as apartment comple"es and office buildings may sustain some structural damage, but this supernatural tremor is not strong enough to cause them to crumble and fall. This tremor lasts for one turn. success /ne Structure " successes Fi!e Structures # successes ) :esidential Street $ successes 7alf a city block & successes ) full city block
()E W*+ F W.N% ) second a!enue of Koldunic Sorcery , the #ay of #ind was once manipulated by Tzimisce lords to protect their *astern *uropean lands. -n!oking these powers granted them the ability to control the element of cri!at to suit their whims and master the air they once breathed in their mortal days. 'eople of *astern *urope, especially in :omania, name these types of unnatural winds the koldun manipulate people of the west call the winds )ustru, or the &lack #inds, while residents of the south name them the Breat #inds or the baltaret. #hen a koldun in!okes a power of this way, his eyes change color to sky blue and gusts of wind breeze all about him.
! W.N%S F 30./( )ncient koldun hospodars in!oked #inds of Built as a means of ensuring loyalty in their boyars without the need of a blood bond. This power caused a wind to gust around these boyars that sounded to them like whispering !oices, telling of the horrors that would befall them and their families should they betray their !oi!ode. These !oices would slowly warp the minds of these men, and only when this sorcery waned would they regain their coherence. )fterward, the boyars were so afraid of the conseuences of betrayal that their loyalty to their master was unswer!ing. Koldun of the Sabbat en5oy in!oking this power during ritae before feeding, re!eling in the mi"ture of adrenaline in the blood of a !essel stricken with terror.
System: #ith a successful 'erception 2 Koldunism roll 0difficulty C1, a koldun in!okes mystical winds that plague a !ictim. The target is con!inced that he hears !oices whispering ofhis most e!il deeds 0 Storytellers are encouraged to impro!ise on the content the whispers a !ictim hears1. #hen in the presence of the koldun, targets lose two dots of $ourage 0 to a minimum of one1. *ach success the koldun+s player scores increases the duration of this power. success /ne scene " successes /ne night # successes /ne week $ successes Two weeks & successes /ne month
" ! 4.(.N3 W.N%S The koldun creators of this power attempted to in!oke a wind as chill as the air atop the $arpathian Fagrash %ountains. They noted the pain their !ictims endured as their bodies+ temperatures dropped until the !ery blood froze in their !eins. ) koldun in!oking this power had a much easier time of ridding his land of undesirables by plaguing them with bonechilling gusts. %odern Sabbat koldun in!oking this wind sometimes refer to its effect on !ictims as the ;meat locker.; ) koldun in!oking &iting #inds causes a !ery cold breeze to swirl around in an area ofhis choosing. )s the wind increases in speed, the wind chill factor drops the temperature until anyone within the affected area find it too uncomfortable to remain. System: )fter the player spends a #illpower point and rolls 'erception 2 Koldunism 0difficulty >1, the character summons forth a freezing cold wind. #hen &iting #inds first takes effect, a cool breeze blows in a <==yard radius. Little by little, the winds gust faster and much colder. This continues until the wind blasts a stabbing chill difficult for anyone to tolerate. Those affected lose two dice from (e"terity dice pools and are reduced to half mo!ement. )nyone attempting to enter this area must first spend a #illpower point and suffer a 0soakable1 le!el of bashing damage from the e"treme cold.
# ! W.N%S F /E()*-3+ )lthough these winds do not induce immediate sleep in a !ictim, prolonged e"posure to this supernatural gale causes e"treme e"haustion and fatigued mo!ement. Targets caught in #inds of Lethargy smell a bittersweet smoke in the air. -ndi!iduals also claim that the wind feels like many intangible hands persistently rubbing their muscles to rela"ation. System: The player rolls 'erception 2 Koldunism 0difficulty ?1 and spends a point of #illpower . -f the roll is successful, the koldun creates a wind that induces e"treme lethargy within a D==foot radius, remaining for two turns per success he scores on the in!ocation roll. 'eople caught in this gust of air must make a Stamina 2 Sur!i!al roll 0difficulty E1 or are reduced to hal!ing all dice pools that in!ol!e physical actions 0actions such as breathing and blinking are innate and, therefore unaffected, though the Storyteller should emphasize their laboriousness1. )dditionally, this fatigue reduces the mo!ement rate of its !ictims by half for one full scene.
$ ! (-*1E/.N3 ()E W.N%S ) koldun employing this power mo!es at incredible speeds by riding along the winds. The !oi!odes of nights past often appeared in each of their boyars+ homes and to the !illages of their lands, instilling fear in the peasants and terrorizing them to fealty. Koldun undertaking these outings could tra!el to most, if not all of their boyars and !illages in a single night+s time. (uring the (ark )ges, peasants under the rule of a koldun rarely rebelled against their master, fearing a personal appearance and, as a result, his swift punishing wrath. ) koldun+s body becomes almost ethereal while he mo!es along the wind, disappearing into a blurry outline of his physical self and rematerializing in a similar fashion. System: ) koldun 5ourneys along the currents of the wind after the player spends a #illpower point and successfully rolls 'erception 2 Koldunism 0 difficulty E1. #ith a successful in!ocation of this power, a koldun+s body blurs in a gust of wind, mo!ing through the air at DC= mph, though not directly affecting how fast the wind blows. This effect must be in!oked outdoors4 though he can a!oid all obstacles outside, the koldun lacks the control to maneu!er through a building of any kind and risks slamming into walls, doors and people at this high speed. This power lasts for one scene, after which the koldun rematerializes at his destination from his blurry shape back to his normal physical self.
& ! 4%+ F 5EP)+) koldun dissol!ing into &ody ofephyr blends into the air, maneu!ering through the smallest of cracks. The koldun + s body retains its basic shape, though it is too ephemeral and transparent for onlookers to make out any physical details. System: -t takes a full turn for a koldun to in!oke this transformation, after a successful 'erception 2 Koldunism roll 0difficulty @1 and the e"penditure of a point of #illpower. -n &ody of ephyr, akoldun mo!es at double his mo!ement, though he cannot take any physical actions. /ther powers of the #ay of#ind may be used in con5unction with &ody of ephyr by spending an additional #illpower point at their acti!ation4 no other (iscipline powers may be manipulated while in this form. ) koldun may remain in this transformed state indefinitely, though he can return to his original form after one full turn of concentration.
()E W*+ F W*(E- This way was practiced primarily among koldun with ha!ens near some sort of water source, from the 'lain Lakes to the &lack Sea. #ith their powers, these koldun confounded many Turkish in!asion attempts along the (anube :i!er, sinking their ships and drowning them under mystical riptides. #hen employing the powers of this way, a koldun + s eyes change color to !i!id, almost glowing auamarine.
! P/S F .//0S.N Tra!elers ha!e told tales of recei!ing warnings of future e!ents, cries for help and e!en di!ine inter!ention from spirits that manifested themsel!es from a water source. #ater spirits ha!e been recounted the world o!er, from ri!er cannibals to the lo!ely mermaids and lorelei that beckoned men to watery deaths. *!en King )rthur recei!ed his prized sword *"calibur from such a spirit of water, known as the Lady of the Lake. )t this beginning le!el of the #ay of #ater, a koldun has the ability to create a threedimensional illusion along the surface of a water source. Koldun during the modern nights sometimes in!oke this power of illusion to prey on the superstitions of the mortal world. System: The player makes a #its 2 Koldunism roll 0 difficulty C1 in order to create an illusion of her choosing. The illusion can speak and walk, but it is intangible and cannot lea!e the boundaries of water. This phantom image lasts for se!eral seconds, after which it will slowly dissipate.
" ! W*(E-+ S/*CE Should a koldun desperately need shelter, from enemies or the rising sun, she may opt to sink below the cool, dark, protecti!e waters. )s the !ampire walks into a source of water, she sinks below its surface, protected by the magic of t he liuid. Though akoldun can immerse herself into nearly all water sources, she cannot mo!e around within it4 water currents mystically a!oid the koldun+s dead body at her original interring point. System: Unlike most powers of Koldunic Sorcery, this power does not reuire the e"penditure of a #illpower point4 the player must accumulate two successes on her #its 2 Koldunism roll 0difficulty >1 to successfully submerge the character in the water. The amount of water must be at least a foot in depth and as large as her body for a koldun to rest there. This power acts like the 'rotean (iscipline power of *arth %eld4 after in!oking #atery Solace, a !ampire is completely concealed from the rays of the sun. Those looking straight down into the water where a koldun melds may make a 'erception 2 )lertness roll 0difficulty E1. /n a successful roll, they catch a glimpse of the slumbering koldun and can attempt to attack or rouse her .
# ! W*(E- W*/K o longer bound by the laws of physics, a koldun has the ability to walk along the fluid surface of water. So long as she in!okes this power, the !ampire may walk the water+s surface as if it is as solid as earth. System: The koldun may walk across the surface of water for a number of scenes eual to the number of successes the player scores on a #its 2 Koldunism roll 0 difficulty ?1 . This does not pre!ent the creatures of the seas or lakes 0 or any body of water the koldun tra!erses 1 from interacting with her. The Storyteller may find it appropriate to ha!e dolphins torment her, or a hungry shark could surprise the !ampire and take a bite at her from beneath. -t is also possible that the koldun will be spotted by indi!iduals in boats, fishermen or e!en people swimming in her general !icinity.
$ ! W*(E-+ M.N.NS The koldun of the %iddles )ges often in!oked these minions from the moats surrounding their castles to deter the marauding Turks. These ser!ants are comprised completely of water, ascending from a watery source. /nce primed by this power, the minions follow only !ery simple instructions from the koldun, though they do so without hesitation. Some of the Turks sur!i!ing raids on a koldun+s keep told stories of weirds, dragons and dire wol!es roaming around the armalisti castles. System: The player spends a point of #illpower. For e!ery success he scores on a #its 2 Koldunism roll 0difficulty E1, one #atery %inion rises from its source and forms into any shape the koldun desires. The Storyteller determines appropriate Traits as well as the number of health le!els for these minions if they ha!e the ability to attack and defend. )s they are composed of water, bashing damage does not slow the minions, though firerelated attacks gain an e"tra two dice to damage. )ll of these #atery %inions last for one night.
& ! %M (.%ES %any Turkish ships lie below the &lack Sea, destroyed by mighty whirlpools in!oked by koldun. Aictims fight to keep themsel!es afloat or else find themsel!es sucked into whirling tides, suffocating until they can swim free from this !orte". Some of tonight+s koldun entertain themsel!es by creating swirling riptides in pools to surprise latenight swimmers. System: The player spends a #illpower point and rolls #its 2 Koldunism 0difficulty @1 to create a whirlpool. For e!ery success she scores, the width of this maelstrom increases by <= feet. (oom Tides ha!e abase Strength
()E W*+ F F.-E )ncient koldun created the #ay of Fire by first manipulating the molten magma that e"ploded from !olcanoes found throughout *astern *urope. Then they e!ol!ed their control o!er the fiery liuid earth to the point of in!oking their own uniue effects that would not necessarily occur during !olcanic acti!ity. Koldun who possess the powers of the #ay of Fire in the modern nights are feared simply for their capacity to destroy so much in a short amount of time, 5ust as a !olcano can eliminate life on entire islands within a day. #hen in!oking any of the powers of this way, a koldun+ s eyes glow a fe!erish orange. Note: )t the Storyteller+s discretion, Kindred obser!ing these powers in use may be o!ertaken by :otschreck 0 with the e"ception of the koldun, ofcourse1.
! S)*((E-n a small demonstration of power that is inherent of the #ay, a koldun in!okes the air about an ob5ect to increase in temperature until the ob5ect combusts. System: The player makes a %anipulation 2 Koldunism roll 0difficulty C1 and spends a #illpower point. The koldun must ha!e a target ob5ect in his line of sight before he can cause it to Shatter. /nce this power is in!oked, the heat around the target ob5ect intensifies until the ob5ect spontaneously combusts. The Storyteller may make a soak roll for the ob5ect to see if it does in fact Shatter 0 determined by the size or uality of an ob5ectG three dice for a small or shoddy - ob5ect, fi!e for an a!eragesized ob5ect and se!en dice for a large or wellcrafted ob5ect. )nything the size of a car cannot Shatter, as it is much too large1. The ob5ect must accumulate fi!e successes o!er three soak rolls 0difficulty C1, or it will shatter. This power cannot be used on li!ing beings or Kindred.
" ! -0SE ()E M/(EN -CK The koldun can now cause magma to bubble up from the earth+s core and slowly ooze its way along the ground. )lthough there is not a substantial amount of la!a present, the magma burns through nearly e!erything 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 e!en eat through a metal door. System: /nly enough magma to fill a bathtub boils up through the ground, though it causes a !ictim to suffer three health le!els of aggra!ated damage. *ach success the player scores on the %anipulation 2 Koldunism roll 0 difficulty >1 keeps the la!a superheated for one turn. -t oozes along the ground in any direction the koldun desires, but at a slowasmolasses rate. #hen the duration of this power e"pires, the magma instantly cools, creating a small slab of solid rock.
# ! 3*(ES F M*3M* The koldun in!okes molten rock to bubble up from the ground in a circular ring, <= feet high. The flow of la!a is constant, creating a makeshift wall of superheated rock around the koldun. So long as this power remains in effect, it is nearly impossible for indi!iduals to tra!erse the Bates of %agma without causing themsel!es se!ere bodily harm. -t takes mighty resol!e for a person to e!en approach the wall, as it gi!es offheat that causes grie!ous burns. System: For e!ery success the player scores on the %anipulation 2 Koldunism roll 0difficulty ?1, the seething hot la!a will continue to surround his person for two turns. -ndi!iduals who attempt to penetrate the Bates of %agma must first make a $ourage roll 0difficulty E1. -f successful, they can continue to approach the heated barrier but suffer one health le!el of lethal damage or aggra!ated damage if they are Kindred. Failure to succeed on this $ourage roll translates into the mind succumbing to its instinctual defense of self preser!ation4 a second attempt to penetrate through the barrier reuires the additional e"penditure of a #illpower point. )nyone physically touching the Bates of %agma suffers three health le!els 0not dice1 of aggra!ated damage.
$ ! )E*( W*1E The koldun acts as a conduit for steam geysers and e!okes a blast of dehydrating air, withering and desiccating an opponent. System: The player spends a #illpower point and rolls %anipulation 2 Koldunism 0difficulty E1. The !ampire calls up hydrogen sulfide from the *arth+s mantle and blasts a target. %ortal !ictims suffer fi!e health le!els of lethal damage as their bodies dehydrate.
Aampires react similarly and also suffer fi!e health le!els of lethal damage, which they may soak. Kindred also lose fi!e blood points that e!aporate from the body 0regardless of their soak roll1, resulting from the e"treme heat of this gas. ote that this may send some Kindred into frenzy or torpor .
& ! 1/C*N.C 4/*S( )t this mastery le!el of the #ay of Fire, a koldun commands la!a to e"plode from the ground in a huge stream. The molten rock sprays in a large arc, then mo!es in small ri!ers in e!ery direction, burning, melting and destroying most e!erything in its path. $ars melt in these ri!ers, trees catch fire and burn to the ground, and houses erupt into flaming infernos in the wake of de!astation.
System: This power is not subtle. La!a erupts D= feet into the air from underground with the e"penditure of a #illpower point and a successful %anipulation 2 Koldunism roll 0difficulty @1. For e!ery success the player scores, the la!a continues to e"plode from underground and mo!e in ri!ers in all directions for one turn.
)nything coming in contact with this molten rock suffers three le!els of aggra!ated damage per turn 0 soakable only with Fortitude1 . Storytellers must decide how long ob5ects remain intact after coming in contact with the la!a before they ignite or dissol!e. /nce this power e"pires, the la!a will cease its eruption and all of the magma will uickly cool, trapping ob5ects remaining within the ri!er stream in a thin sheet of rock.
()E W*+ F ()E SP.-.( There resides a single force, an essence, that encompasses all things in nature. The ancient koldun manipulating this way mystically tapped into this essence and, as a result, they gained insight and minor control o!er their surroundings. /ftentimes, the koldun wielded this way in con5unction with other powers of Koldunic Sorcery . %any also protected themsel!es by in!oking this way before entering their ha!ens, to preempt attempts on their unli!es. Tonight+s koldun in!oking the #ay of the Spirit procure a similar outcome as their ancient predecessors, creating a bond between themsel!es and the spirit of the land. System: The player spends one #illpower point, then rolls her $harisma 2 Koldunism 0 difficulty 3 2 the le!el of the desired effect4 see below1 to acti!ate the powers of this way. These powers last for one scene per success the player scores. The chart below describes how far away from her person a koldun can ;feel; out intruders or hostile spirits according to her power le!el. ) koldun can in!oke other powers of Koldunic Sorcery that she knows in con5unction with the #ay of the Spirit, though only at a lesser or eual power le!el at which she knows the #ay of the Spirit. For e"ample, a koldun may in!oke Le!el /ne through Three powers of#ay of#ater in con5unction with the powers of#ay of the Spirit if she knows the #ay of the Spirit at Le!el Three. This power also confounds use of the (iscipline of /bfuscate.
! /e6el ;See; e!erything within a C=foot radius
" ! /e6el ;See; e!erything within <== yards
# ! /e6el ;See; e!erything within a uartermile
$ ! /e6el ;See; e!erything within a mile
& ! /e6el ;See; e!erything within fi!e miles
()E W*+ F S--W From Kruchina, a goddess of mourning depicted as a perpetually weeping woman, to Likho /dnoglazoye, the emaciated oneeyed hag who represented pri!ation and suffering, the pantheons of *astern *urope brim with deities o!erseeing star!ation, misery, misfortune, bitterness and death. #hether the gods hear their names or the spirits merely attend their mention, a koldun who understands the obscure #ay of Sorrow can in!oke the most dismal powers of the di!ine. This way pays no heed to gods of re!elry or plenty, only those whose attentions promise tragedy. Like the #ay of Fire, the #ay of Sorrow is go!erned by the koldun+s Manipulation, but the difficulty for each of the powers is the 6ictim2s permanent Willpower rather than the usual 3 2 the le!el of the power. -n addition, a !ictim may spend a point of #illpower to o!ercome a particular effect of this way but is still !ulnerable to subseuent uses of the (iscipline. ) final noteG (ealing with forgotten gods reuires propriety, especially those who go!ern such bleak concerns. -f in!oked incorrectly, the #ay of Sorrow turns on the koldun. /n a botch, the Fiend suffers the effects of his own power as if she had scored fi!e successes.
! ()E F-0S(-*(.NS F NES(-EC)* amed for the goddess of grief and failure, this power allows the koldun to rob an opponent of his resol!e. The koldun+s stare saps the target+s will to struggle. )lthough the !ictim is o!ercome 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. 7e musters none ofhis usual passion or determination. System: The koldun+s player spends a #illpower point. :oll the koldun+s %anipulation 2 Koldunism 0difficulty eual to the !ictim+s #illpower1. For one turn per success, her target+s player can+t spend #illpower points to acti!ate (isciplines or gain automatic successes. -n storytelling terms, the !ictim might also lack strong moti!ations or con!ictions for the power+s duration 0;#hat
difference does it make8; or ;- 5ust don+t care anymore;1. For this power to be effecti!e, the koldun must make eye contact with her !ictim.
" ! ()E .NS0/(S F K-.1%* )ny Fiend worthy of the name can spit out a telling insult. &ut with this power, Kri!da a goddess of hatred and bitterness ensures that the remark offends, enraging the recipient. -n the TzimisceTremere conflicts of nights long past, koldun carried Kri!da 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 (isciplines or could be used to embarrass a $ainite by causing him to frenzy in public. System: )fter her player spends a #illpower point, the koldun insults the target in the most offensi!e and humiliating way she can concei!e. The koldun+s player rolls %anipulation 2 Koldunism 0difficulty eual to the !ictim+s #illpower1. -f the roll is successful, the target flies into an uncontrollable rage and assaults the koldun. -f the target is a !ampire, he must immediately roll to resist frenzy 0 difficulty C 2 the number of successes on the acti!ation roll1.
# ! ()E WEEP.N3 F K-0C).N* The glare of a kolduncan 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 o!ercomes the !ictim. Aampires might mourn their lost humanitas or the passing of lo!ers who died l ong ago. Sometimes the source is more nebulous koldun belie!e that i t imparts the collected sorrow of their demesnes+ sickened soil. SystemG The koldun+s player spends a #illpower point and rolls the koldun+s %anipulation 2 Koldunism 0difficulty eual to the !ictim+s #illpower1 . For one turn per success, the target is o!erwhelmed by intense misery and cries uncontrollably. )ctions that reuire concentration are impossible for the power+s duration. $ainites lose a blood point each turn as copious amounts of !itae stream from their eyes.
$ ! ()E M.SF-(0NE F C)E-N3/1 #ith a declaration that a person is doomedor destined to fail, the koldun summons the atrention of $hernogolo! the sil!er mustached god of misfortune to her !ictim. Under $hernogolo!+s unlucky gaze, he is hindered in e!erything he does. -f he fails, he does so spectacularly. System: The koldun+s player spends a #illpower point and rolls the koldun+s %anipulation 2 Koldunism 0difficulty eual to the !ictim+s #illpower1. For one turn per success, the target automatically loses two successes on e!ery roll he attempts. &otches e"perienced under the effects of the %isfortune of $hernogolo! should be especially disastrous.
& ! ()E S(*-1*(.N F M*-EN* &y in!oking the wife of Kupala, the koldun summons the cold and star!ation that is the domain of %arena. ) frosty gale blasts the !ictim and lea!es him emaciated as if he had 5ust sur!i!ed the coldest of winters. The frostbitten and star!ing !ictim clings to 0un1life, usually in no condition to contradict the koldun. The cold symbolizes of the passage of time in harsh conditions. System: The koldun+s player spends a #illpower point and rolls her %anipulation 2 Koldunism 0difficulty eual to the target+s #illpower1. For each success, the !ictim takes two le!els of bashing damage that can be soaked normally. -n addition to this damage, !ampires lose one blood point for each of the koldun+s successes healthy prey was scarce in the *astern *uropean winter.
K/%0N.C -.(0*/S For %ar7 *ges 8-ituals from 1ampire: the %ar7 *ges9 Tzimisce ha!e long been renowned 0or feared1 as master sorcerers, though their preeminence has been eclipsed by the rise of the Tremere. %ost Fiends ha!e forgotten the elder magic of longago nights, and few who remember teach it to their childer. onetheless, there are a few ancients who still practice the magical (iscipline of Koldunic Sorcery. System: Koldunic Sorcery resembles Thaumaturgy 0and is cast in the same manner1, though it has no connection to the 7ermetic practices of the Tremere. -t has its own paths and rituals, which are incompatible with the magic of the Tremere though recent cooperation with 7ouse Tytalus has allowed certain Fiends to de!elop Koldunic eui!alents of the 'aths of &lood, Spirit and Flames. This power is not considered a clan (iscipline, though Tzimisce with an appropriate mentor may learn the power using the e"perience point costs for an outsideofclan (iscipline.
For Modern Nights 8-ituals from 1ampire: the Masuerade9 Like Thaumaturgy, Koldunic Sorcery grants its caster access to rituals. Though magical, these rituals are not 7ermetic and are incompatible with any form of T remere or Bio!anni magic. %ost rituals reuire a blood sacrifice on top of any other specific components. System: The player must make a successful -ntelligence 2 Koldunism roll 0difficulty 3 2 the le!el of the ritual1 and shed blood in order to cast any ritual. #hether the blood belongs to the koldun or not is unimportant4 one blood point must spill per ritual le!el to cast this spiritual magic.
(he .nmost (ug ! /e6el &
8/i'ellus Sanguinis 9
Unlike most Koldunic rituals, this reuires no blood sacrifice or other dross4 it can be acti!ated with a single word and a gesture. This ritual allows a !oi!ode, to manipulate the emotions of a being bound in the &lood /ath. For e"ample, the lo!e instilled by a &lood /ath could be debased to lust, or refined to fraternal de!otion. This ritual can e!en be used to warp a &lood /ath into fear, hate or other negati!e emotions.
Con;ure 3reater %emon ! /e6el &
8/i'ellus Sanguinis 9
This ritual is similar to $on5ure Lesser (emon, e"cept a mighty entity of the /ld $ountry appears. Such a being is not generally sub5ect to intimidation4 it must be coa"ed to ser!e, and has no ualms about destroying the sorcerer should the offer not be to its liking. For this reason, koldun rarely use this ritual. Like lesser demons, greater demons ha!e indi!idual names and can appear in any shape.
Create 1o
8/i'ellus Sanguinis 9
This ritual, combined with Aicissitude, enables its practitioner to create a !ozhd war ghoul. The Tzimisce must gather a sizable number of ghouls at least
%racul ! /e6el >
8/i'ellus Sanguinis 9
&esides the ob!ious prereuisite 0Koldunic Sorcery @21, the caster must ha!e a Aicissitude score of >2 to employ this ritual4 only two Tzimisce, including the (racon of &yzantium, are known to ha!e used it. This ritual i mbues the Fiend with the primordial energies of the /ld $ountry, transforming the !ampire into a hideous dragon. System: The FiendHs Strength rating triples, his Stamina rating doubles, and he sprouts a scaly hide eual to $lass 3 )rmor. The dragon may drink blood normally, and may also choose to consume the flesh of slain foes4 an entire human corpse 0
$ommunicate with Kindred Sire 0:itual <1 &y enacting this ritual, a Tremere may 5oin minds with her sire, speaking telepathically with him o!er any distance. The communication may continue until the ritual e"pires or until either party ends the con!ersation. The caster must possess an item once owned by her sire for the ritual to work. )lso known as Spea7 with Sire
System The caster must meditate for = minutes to create the connection. $on!ersation may be maintained for <= minutes per success on the acti!ation roll.
%efense of the Sacred )a6en 8-itual 9 This ritual pre!ents sunlight from entering an area within D= feet of this ritual+s casting. ) mystical darkness blankets the area, keeping the baneful light at bay. Sunlight reflects off windows or magically fails to pass through doors or other portals. The caster draws sigils in her own blood on all the affected windows and doors, and the ritual lasts as long as the Tremere stays within the D=foot radius. )lso known as Curtain of will
System This ritual reuires one hour to perform, during which the thaumaturge recites incantations and inscribes glyphs. /ne blood point is reuired for this ritual to work.
Wa7e with E6ening2s Freshness 8-itual 9 This ritual protects the Tremere from being staked, whether or not she is resting or acti!e. #hile this ritual is in effect, the first stake that would pierce the Tremere+s heart disintegrates in the attacker+s hand. ) stake merely held near the Tremere is unaffected4 for this ritual to work, the stake must acti!ely be used in an attempt to impale the !ampire. )lso known as (urn the .mpaling Shaft
System The thaumaturge must surround herself with a circle of wood for a full hour. )ny wood will workG furniture, sawdust, raw timber, D+ " 3+s, whate!er. The circle must remain unbroken, howe!er. )t the end of the hour, the !ampire places a wooden splinter under her tongue. -f this splinter is remo!ed, the ritual is nullified. This ritual lasts until the following dawn or dusk.
-itual of %eath2s Em'race 8-itual 9 This cruel ritual permits a !ampire to e"tend the process of the *mbrace o!er many nights, offering the pleasure of repeated feeding e!en as the !ictim sinks into death and unlife.
System The koldun drinks a goblet containing a foul mi"ture of wine, ashes and his !itae. -f the ritual succeeds, the !ampire may begin the process. *ach night, he drains one to three points of human blood, replacing it with a like uantity of his own !itae. &y the power of the ritual, this blood does not con!ert the mortal into a ghoul4 rather, it slowly kills her as from deepening anemia. 7er skin grows wan and pallid, her breathing shallows, and her heartbeat slows. The most skilled healers will assume she suffers a disease of the blood. Though no remedy can truly halt the transformation, bloodletting does slow it. The mortal bleeds one point of human blood followed by one point of !itae, alternating until all the !itae is gone or she dies from blood loss. /nce the koldun transfers <= points of !itae, replacing all the mortalHs blood, the !ictim undergoes the actual *mbrace. She dies and arises upon the ne"t sunset as a $ainite. /nly cremation or dismemberment may pre!ent this rise. (uring the entire ritual, the death of the koldun restores the !ictim to full health within a day. &y its !ery nature, this ritual also confers the blood oath upon the !ictim. )ospitality This is a simple Koldunic ritual, but an important one. This ritual, enacted nightly, allows the Tzimisce to IawakenH the spirits in his ha!en. These spirits ImanifestJ themsel!es in ob5ects, which assume sentience and indi!idualism, often displaying uniue personalities in the process. Thus, a FiendHs gate might speak to the !ampire in a dull, grating !oice, complaining about the weight of the castle on its keystones4 a mirror might slyly praise the !ampire, while a knout might cackle with glee and beg to be laid across a !ictimHs hack. The Tzimisce may command any such housespirit to silence, and the spirits generally display ser!ility and
obseuiousness. 7owe!er, if ill treated 0or if treated politely by an intruder1, the spirits may fail to warn the Fiend of intruders in his domain 0which is the primary function of the spell1. -eawa7ening the %ead Water #ith the destruction of the Tremere antitribu and as Koldunic Sorcery was redisco!ered, new koldun searched for a means to spiritually reconnect themsel!es to their ancient predecessors. -n accords with the fables of Idead water,J many of these new koldun begin their nights by performing this ritual, cast by dripping some of their blood into a lake, ri!er or ocean and then ingesting the liuid. ) koldun must drip one point of blood into the water source from which she intends to drink, then ingest an eui!alent of one blood pointHs worth of in water. This liuid mystically e!aporates through the !ampireHs body soon after being ingested. )fter successfully performing this ritual, akoldun regains one point of temporary #illpower. This can only replace spent #illpower points and cannot e"ceed the koldunHs ma"imum #illpower pool. :eawakening the (ead #ater can be performed only once per night. 4east (hat Feeds on %reams &y feeding a point of !itae to a small animal no larger than a cat, a koldun may imbue the creature with a measure of his own predatory spirit. The animal then goes forth in search of a child. -t need not feed in any con!entional sense it need only draw close enough to drink the childHs breath. SystemG -f and when the animal finds its prey, the koldun regains one point of #illpower and the animal re!erts to its normal beha!ior. This #illpower may not bring a koldun abo!e his usual ma"imum. -f the same child undergoes this ritual three nights in a row, she dies from the spiritual trauma. Storytellers must decide when or e!en if an animal achie!es its mission, rewarding the player with #illpower at the appropriate moment. -eflections The koldun draws upon the elements present in a location to learn more information about that area. The caster need simply to take any ob5ect from the room, area or location. The ob5ect must consist primarily of natural materials, rather than synthetic. Thus, a pencil suffices, but a notebook computer does not. #ithin the ne"t D3 hours, the koldun may cast this ritual o!er the item. For a number of turns eual to her successes plus her #illpower, her mind tra!els to the area from which the ob5ect was taken, and she may proceed to e"amine it in detail, e!en going so far as to look behind furniture or inside drawers that she did not search before. She obser!es the area e"actly as it was when she took the ob5ect. This ritual is particularly useful for searching the ha!en or offices of an enemy at leisure. )ny gi!en ob5ect be used only once, after which it becomes useless for the purposes of this ritual. Enlightenment )ll things in nature contain a spirit of some type, which are referred to a a leleks 0pronounced L*7lek4 7ungarian for ;spirit;1. Koldunic Sorcerers must first be able to recognize a nature spirit before they can manipulate them into ser!itude properly. This ritual is a reuisitely cast often, thereby reinforcing the koldun+s attunement to the land and nature. %any of the old koldun did not simply trust that their attunement to the land would remain intact. :ather, they dedicated on night out of the week to completely reconnect with the spirits of their land. These leleks are more recognizably ;felt; rather than !isually percei!ed. ) lelek tra!eling on a breeze close to the koldun might instill a static sensation in the back of the sorcerer+s neck. 7ealthy trees might seem to ha!e a faint !erdant glow about their trunks. #hich e!er way he belie!es to percei!e these spirits, the koldun awakens to a new sense after casting this ritual. SystemG The koldun+s player spends one point of blood and makes the roll. *ach success he accumulates increases the duration of his attunement to the nature spirit of the four natural elements. < Success /ne 7our D Successes /ne night Successes /ne week 3 Successes /ne month C Successes /ne year
4lood Wal7 8-itual "9 ) thaumaturge casts this ritual on a blood sample from another !ampire. &lood #alk is used to trace the sub5ect+s Kindred lineage and the blood bonds in which the sub5ect is in!ol!ed.
System This ritual reuires three hours to cast, reduced by
from which the sub5ect is descended. #ith three successes, the caster also learns the identities of all the parties with whom the sub5ect shares a blood bond, either as a regnant or thrall.
Ward 1ersus 3houls 8-itual "9 #ary Tremere created this ritual to protect themsel!es from the minions of !engeful ri!als. &y in!oking this ritual, the Tremere creates a glyph that causes great pain to any ghouls who come in contact with it. The Kindred pours a point+s worth of blood o!er the ob5ect he wishes to ward 0a piece of parchment, a coin, a doorknob, etc.1, and recites the incantation, which takes <= minutes. -n <= hours, the magical ward is complete, and will inflict e"cruciating pain on any ghoul unfortunate enough to touch the warded ob5ect.
System Bhouls who touch warded ob5ects suffer three dice of lethal damage. This damage occurs again if the ghoul touches the ob5ect further4 indeed, a ghoul who consciously wishes to touch a warded ob5ect must spend a point of #illpower to do so. This ritual wards only one ob5ect if inscribed on the side of a car, the ward affects only that door or fender, not the whole car. #ards may be placed on weapons, e!en bullets, though this usually works best on smallcaliber weapons. &ullets often warp upon firing, howe!er, and for a ward to remain intact on a fired round, the player needs fi!e successes on the Firearms roll.
Warding Circle 6ersus 3houls 8-itual "9 This ritual is enacted in a manner similar to that of #ard !ersus Bhouls, but creates a circle centered on the caster into which a ghoul cannot pass without being burned. The circle can be made as large and as permanent as the caster desires, as long as she is willing to pay the necessary price. %any Tremere chantries and ha!ens are protected by this and other #arding $ircle rituals.
System This ritual reuires three blood points of mortal blood. The caster determines the size of the warding circle when it is cast4 the default radius is <= feet, and e!ery <=foot increases the difficulty by one, to a ma"imum of @ 0one additional success is reuired for e!ery <=foot increase past the number necessary to raise the difficulty to @1. The player spends one blood point for e!ery <= feet of radius and rolls. The :itual takes the normal casting time if it is to be temporary 0lasting for the rest of the night1 or one night if it is to be permanent 0lasting a year and a day1. /nce the warding circle is established, any ghoul who attempts to cross its boundary feels a tingle on his skin and a slight breeze on his face a successful -ntelligence 2 /ccult roll 0difficulty E1 identifies this as a warding circle. -f the ghoul attempts to press on, he must roll more successes on a #illpower roll 0difficulty the caster+s Thaumaturgy rating 2D1 than the caster rolled when establishing the ward. Failure indicates that the ward blocks his passage and inflicts three dice of bashing damage on him, and his ne"t roll to attempt to enter the circle is at a 2< difficulty. -f the ghoul lea!es the circle and attempts to enter it again, he must repeat the roll. )ttempts to lea!e the circle are not blocked. The Tremere ha!e access to se!eral other #arding $ircle ritualsG #arding $ircle !ersus Lupines 0Le!el Three1, #arding $ircle !ersus Kindred 0Le!el Four1, and #arding $ircles !ersus Spirits, Bhosts, and (emons 0Le!el Fi!e1. *ach warding $ircle must be learned separately. The material components reuired for each warding circle are the same as those needed for the corresponding ward, but in larger amounts. The effects against the targeted beings are the same as for #arding $ircle !ersus Bhouls. %edicating the %omain Though not a powerful magic in itself this ritual helps bind the Koldun to the source of his power, his own land. The Tzimisce takes a handful of the dirt in which he sleeps, then mi"es it with his own blood and the blood of three different animals who inhabit the soil of his domain. 7e then tra!els round his domain and marks each of the cardinal compass points with a sigil composed of this ichor. The ritual must be completed within an hour, and is limited to an area of appro"imately D miles in diameter. 4ile of the /and This rite allows the Koldun to protect his ser!ants from the ra!ages of other Kindred. The Koldun uses !icissitude to remo!e a fragment of bone from each of his ghouls, 0those he wishes to protect1, he grinds this up into a powder. 7e then mi"es in some of their blood and dirt from his domain, then places it in an earthenware 5ar. 7e then buries the 5ar in the centre of the domain. )s long as the 5ar remains undisturbed within the earth, and the ghouls are within the domain, those ghouls blood tastes like the foulest bile to kindred. Kindred who imbibe the blood immediately !omit it up, as well as an eual amount of their own blood.
(angling (horns /riginally created when the Tzimisce first encountered the Tremere+s deflection of wooden doom ritual, this rite allows the Koldun to enchant himself to be protected from stakes. The ritual takes one hour to perform. The Koldun mi"es the sap from a hawthorn tree, with deadly nightshade. 7e then smears the liuid across his chest and back. #hen ne"t an enemy attempts to stake him the stake turns into a twining mass of hawthorn and sprouts !icious thorns which tear through the skin. The stake is now useless and remo!ing the stake causes three le!els of unsoakable normal damage. 4lood of Flame (e!eloped as a form of spiteful defense against diablerie, this ritual transmutes the blood of $aine into the fiery blood of the earth. SystemG -f this ritual succeeds, the caster+s blood transmutes to a muddy sludge for the rest of the night. )ll blood costs to e!oke healing are doubled, but any attempt to feed from the !ampire yields a mouthful of liuid flames akin to magma. $ertainly fatal for mortals, each ;blood; point of magma consumed inflicts one le!el of unsoakable aggra!ated damage on !ampires and other supernatural beings. .n6o7e the /esser Sign of Power &y in!oking his element, a koldun may command spirits to lend their dominion. %ortals who behold this sign respond in subser!ient fear. SystemG The koldun concentrates for a single turn and his player makes the usual roll. o blood is reuired for this ritual. -f successful, the caster+s eyes glow with elemental power appropriate to his highestrated way. #hether they dance with flames or shine as bottomless azure pools, any moral who beholds the sign recognized the unnatural power of the !ampire. The difficulty of all -ntimidation and Leadership rolls against mortals are at D, pro!ided the moral sees the piercing radiant eyes. This effect lasts until dawn. -ouse the Element &y offering a sacrifice of his own blood and successfully casting this ritual, a koldun calls the attention of nature spirits and strikes a bargain with them. )lthough the !ampire bargains from a position of power, he does so courteously rather than as a tyrant who must be obeyed. SystemG -f the ritual succeeds, spirits in the area who want the blood may appear before the koldun and offer ser!ice. The koldun may accept the offer or propose his own deal4 generally, the greater the blood offering, the more serious or e!en dangerous a task the spirit is willing to undertake. %ost spirits will preform only a short, single task, such as relaying a message or frightening a mortal with a display of supernatural might. %issions of espionage, let alone a task that could result in combat, reuire a considerable number of successes on an appropriate Social roll as well as a !eritable banuet of blood. /nce the spirit accepts the terms of the pact and drinks the blood, it must fulfill its end of the bargain to the best of its ability before pursuing any other business. Statistics for spirits called with this ritual are left to Storytellers to design, using the rules presented in (ark )gesG Aampire. Storytellers with access to (ark )gesG %age or (ark )gesG #erewolf may also use spirit rules from those books. Benerally, such spirits are weak or relati!ely insignificant, making them susceptible to flattery. Ser6ice for Souls -n casting this ritual, a koldun summons the attention of nature spirits to his person, enticing them by offering a part of his own essence to them. These spirits are !ital in their own right, and they ha!e mystical powers that aren+t easily defined4 they are free to act as they will. -f they do accept the koldun+s essence, they are bound to perform the duties as part of a Koldunic Sorcery ritual would reuire. /therwise, they may roam free to li!e their li!es. SystemG The koldun+s player spends a blood point and makes his roll in order to awaken the spirits from their natural setting and attract their attention. Then the caster enacts this ritual, spending at least one more blood point. For e!ery blood point he spends, he may bind one nature spirit of the land into ser!itude. )lthough they do occupy space in his body 0and thus count toward his ma"imum blood pool1, these blood points remain ;inert; within the koldun+s body and una!ailable to him. 7e cannot use them to fuel (isciplines, heal wounds et cetera for as long as he intends to keep the nature spirits bound to him. The leleks summoned by the sorcerer may take any number of actions, but they may not typically affect physical ob5ects, other than those they inhabit. *!en these are singular. The spirit of a tree can affect only that one tree, as opposed to all trees. %ost often, these spirits are used as spies, emissaries or witnesses to some pack between the koldun and a greater spirit. They remain bound to the koldun for as long as their original agreement or until the Fiend chooses relie!e the leleks of duty, whiche!er comes first. )t such a time, a lelek will disperse into the night air, absol!ing the koldun of the promised !itae.
Withering *gony &y pulling the spirit from a sick tree and coa"ing it into the body of a mortal or Kindred, the koldun infects his !ictim with a physically debilitating malady. when infected, the !itim with decrease in weight, caused by the e"foliation of thick saplike substance from his pores. 7air will fall out, and skin will degenerate to an ash gray. &ones are more brittle, and breath comes in laborious gasps. SystemG The koldun+s play spends a point fo blood and makes the appropriate rolls while the character marks his !ictim with a bloody glyph. ) spirit inhabiting a sick tree is then enticed to flee the dying wood and make its new home inside the marked !ictim. /!er the course of a night, the ad!erse effect of this ailment will take effect, causing the !ictim to suffer a D to all 'hysical and Social dice pools. The afflicted also suffer one health le!el of unsoakable bashing damage due to the atrophy the body endures. this damage may be offset through rest of blood e"penditure normally thereafter. Kindred are similarly affected, suffering both the penalties to their 'hysical and Social dice pools, and the associated damage. They also lose one additional blood point on top of the normal one spent at the beginning of the night. #ithering )gony lasts for one week. oteG )lthough mortals and Kindred aren+t normally affected by nature spirits, the lelek infecting !ictims are dying spirits and do not ;5oin; with a host so much as they ;in!ade; their health, similar to a !irus.
Con;ure Spirit 8-itual #9 )s he once bound the least of spirits as spies and aides, so may a koldun with this ritual call more powerful spirits. Such creatures answer proper beckoning and oblations of blood, which neednHt come wholly from the caster. They do not make pacts they trade fa!ors. The koldun must pledge something of !alue to the spirit, which may seem tri!ial to human or !ampiric notions of worth. -f the spirit likes the offer, it awaits the price. Should it find the price reasonable for the ser!ice pro!ided by the !ampire, it drinks the blood and goes about its new business. -t does not bargain or haggle, nor does it deign to listen to threats. -f the !ampire insults the spirit with a poor offering, it will not remain to continue bargaining4 it simply !anishes to where!er it belongs and lea!es the !ampire with a pool of cooling, untouched blood for his trouble. Thus, it behoo!es a koldun to learn the proper etiuette for dealing with beings of such power.
System ) successful casting draws the attention of a spirit as described. The statistics of a nature spirit summoned with this ritual are left to Storyteller imagination but should greatly e"ceed those of spirits called with :ouse the *lemental Spirit and e!en the caster in e"treme cases.
Con;ure /esser %emon ! /e6el #
8/i'ellus Sanguinis 9 Simply put, this ritual allows the sorcerer to e!oke one of the lesser demons that haunt the Sla!ic lands. These IdemonsJ ha!e no connection to infernal beings4 they are most similar to the spirits re!ered by werewol!es. or do the demons attempt to make a pact4 the relation between sorcerer and demon resembles that between a master and !assal 0albeit a highly malicious, intractable !assal1. )ll Sla!ic demons ha!e names, which must be learned by the sorcerer, and all must be IswornJ to the sorcerer by accepting a point of her blood. ) koldun may ;retain; a number of demons eual to her $harisma or -ntimidation score 0whiche!er is higher1. (emons are not IboundJ to the sorcerer4 she must coa" or 0more likely1 cow them into performing ser!ices. ) lesser Sla!ic demon can appear in !irtually any shape4 many take the shape of normal animals, though some appear freakish indeed.
Compass 4one Tzimisce are !ery possessi!e, and like to make sure that they do not loose their possessions. This rite is used by the koldun to keep track of their most !aluable items. First the koldun remo!es one of his fingers with !icissitude, this he proceeds to preser!e using ritual oils. 7e then creates a paste made from his own blood and ground up iron pyrites. 7e dawbs a sigil upon the item he wishes to protect, the bloody mi"ture absorbs into the item, lea!ing a faint red mark. 7e then dips the finger tip in the mi"ture. From this point on, when the finger is thrown into the air, it will land pointing in the direction of the item. Cowing the Ser6ant The Tzimisce en5oy control and fear. This ritual allows the Koldun to manipulate their ser!ants. The Koldun mi"es the brain of a sheep, with soil from his domain and his own blood, while chanting in the ancient language of the old country. 7e then feeds it to his ser!ant 0be it ghoul, re!enant, Schlazta or Aohzd1. This ser!ant becomes more susceptible to mental manipulation by the Koldun, all rolls to do so are at < difficulty. Con;ure /esser %emon Simply put, this ritual allows the sorcerer to e!oke one of the lesser demons that haunt the Sla!ic lands. These IdemonsJ ha!e no connection to infernal beings4 they are most similar to the spirits re!ered by werewol!es. or do the demons attempt to make a pact4 the relation between sorcerer and demon resembles that between a master and !assal 0albeit a highly malicious, intractable !assal1. )ll Sla!ic demons ha!e names, which must be
learned by the sorcerer, and all must be IswornJ to the sorcerer by accepting a point of her blood. ) koldun may ;retain; a number of demons eual to her $harisma or -ntimidation score 0whiche!er is higher1. (emons are not IboundJ to the sorcerer4 she must coa" or 0more likely1 cow them into performing ser!ices. ) lesser Sla!ic demon can appear in !irtually any shape4 many take the shape of normal animals, though some appear freakish indeed. 4light the /and -n the old country the Tzimisce were lords of the land, they fiercely sub5ugated the people whom they ruled o!er. %any tzimisce punished disobedience with death, but if a koldun wished to show his displeasure to his !assals he could blight the !ery land. The ritual in!ol!es the ritual slaughter of a cow. The animals remains are then buried at the four corners of a patch of land up to 3 miles across, as a gift to the male!olent spirits of the earth. For a year and a day the fields within the boundaries wither and die, animals who graze there sicken and die, the people who li!e on the land become haggard and grey. -n the modern world many kolduns use this power when trying to weaken camarilla held cities. .n6o7e the 3reater Sign of Power #ith a successful casting, the koldun takes on the !isage of his most fa!ored element, as determined by his highestranked way. Those attuned to earth grow stony skin, cracked and pitted as by wear of centuries. Their footfalls resound hea!ily and their !oices grate with slow implacability. Koldun attuned to air appear to blur along e!ery outline, surrounded by spiraling winds and constant meaningless whispers. #ater marks it+s master with a wet sheen and footprints of mud. Fire lends a ruddy hue to the skin and a distortion of heat wa!es rising perpetually from the caster+s body. Spirit+s mark is most subtle, a !ague sense of otherworldly power and the flicker at the edge of peripheral !ision as a host of in!isible beings thronging about the caster. SystemG :egardless of cosmetic effects, the ritual makes all Koldunic Sorcery easier. The elemental attunement makes other tasks more difficult, howe!er, as the caster it too focused on mystical matters to pay full attention to his surroundings. The mechanical effect of this fi"ation is a reduction of all Koldunic casting difficulties by D and the increase of all other rolls by one. This ritual also intimidated morals as a Lesser Sign of 'ower. The effects of this ritual last until dawn. Sentinels of the )a6en The koldun calls out to the spirits of his ha!en, demanding their fealty and proclaiming his right by recitation of koldunic descent through fi!e unbroken generations of teachers. )t the end of the ritual, spirits awaken as per the le!el one ritual 7ospitality. Unlike that lesser ritual, the spirits also gain limited physical control of their nature. (oors can open or close, an empty suit of armor may walk about and e!en fight clumsily, and a chair may scurry to make itself a!ailable. SystemG The koldun completes the ritual as described. -f successful,animated ob5ects ha!e whate!er statistics the storyteller deems appropriate. /nly one ob5ect may mo!e at a time, limiting the ritual+s defensi!e utility. -t is a superb weapon of terror, howe!er, especially for repelling the superstitious. -a
bind to the land of the area using a portion of their own blood. The spirits will now discourage !isitors by warping their perceptions. )nybody not present in the domain when the ritual was first in!oked will find it hard to enter it, their mind becomes clouded, they stumble and trip, they enter the area only to soon find themsel!es back at the border. $haracters wanting to find their way in the domain must make a wits2enigmas roll 0difficulty @1. (ies (hat 4ind /e6el Four &efore an ancient koldun could learn a new way, he performed this ritual and remo!ed one of his ribs 0through Aicissitude or other means1. ) mystical symbol representing the particular way the koldun intended to learn was inscribed onto the bone, then implanted back into the body. Koldun cast this ritual to symbolically lend part of themsel!es to the essence of the land. -n return, they were granted the ability to practice the spiritual magic that is Koldunic Sorcery. -n the present night, Sabbat koldun re!ised this ritual to ser!e a more practical purpose with less torturous reuirements. 'erformed as often as weekly, this ritual reconnects the koldun with the eldritch magic of the /ld #orld. SystemG )fter spilling four points of blood onto a patch of dirt then ingesting this soil, a koldun may lower the difficulty of any Koldunic Sorcery rolls he makes o!er the ne"t three nights by one. %ultiple uses of Ties That &ind ha!e no effect the koldun gains no greater benefit if he uses this ritual more than once in three nights. Merging of Souls Summoning a minor spirit as with the ritual $on5ure Lesser (emons, a koldun may trick the being into following its blood offering into the !ery gullet of a ghoul. /nce inside, the spirit remains trapped until the death of its fleshly prison. SystemG This rituals reuires an hour of continuous chant, in which the koldun forces a mortal to consume a mi"ture of his blood and soil that the Tzimisce has rested in. -f Successful, , the spirit materialized inside the host and inflicts fi!e dice of lethal damage on the ghoul from its struggle to escape. -f the ghoul sur!i!es, the spirit warps the flesh as grotesuely as Aicissitude. The ghoul drops to )ppearance = and gains three dots each of Strength and Stamina. Unfortunately, the spirit+s hate poisons the ghouls already tainted blood, depleting one point of !itae each day at sunrise. -f the ghoul e!er depletes its blood pool, it perishes and the spirit escapes. Pool of Secrets #ise koldun keep regular watch on their ser!ants and allies, e!er wary of treachery and deception. This ritual aids in such endea!ors, pro!iding a mystical means of spying unseen. SystemG The koldun skims his hand o!er a pool of brackish water without touching the surface. -f the ritual succeeds, ripples shake and clear the water, un!eiling a present image centered on a targeted person or place. The koldun must ha!e spoken with the target person or !isited the target place pre!iously. -f targeting a location, the !iew may not chance once the !ision unfolds. The ma"imum duration that can be spent scrying a specific target is a number of hours eual to the successes rolled. -f a koldun releases the !ision, he may return to it during the duration with another pass of the hand. -efuge of the (hirsty 3ra6e /bser!ation of Brangrel led to the creation of this useful ritual, permitting its own form of earth melding as an escape from the sun+s hateful rays. SystemG Upon successfully casting this ritual, the koldun sinks into the soil as per the 'rotean power *arth %eld. This power+s use has no upward duration, howe!er instead the earth drinks one point of the $ainite+s blood each day until the play makes a successful Strength 2 Sur!i!al roll 0difficulty >1 to awaken and dig free in a shower of dirt. The koldun may attempt to escape any time, though nor more than once per hour. Earth2s Em'race /f use only to Tzimisce, this ritual allows the koldun to call upon the spirits of the earth to empower the soil around him. The Tzimisce may temporarily substitute this soil for the ;nati!e; earth he must normally sleep with. The koldun sheds two blood points into the soil in uestion no more than an hour before dawn, and spends a temporary willpower point. The soil is then capable of sustaining him fro one day, as though it came from his homeland. This ritual may be performed no more than once per week. -t is suggested that the storyteller make the roll, rather than the player, as the koldun has no way of knowing if the magic was successful until he attempts to ha!e a good day+s sleep. -f the roll indicates a botch, all dice pools for the ne"t day suffer an additional loss of one die, on top of the standard penalty for sleeping away from one+s fa!ored soil. (he .nmost (ug /e6el Unlike most Koldunic rituals, this reuires no blood sacrifice or other dross4 it can be acti!ated with a single word and a gesture. This ritual allows a !oi!ode, to manipulate the emotions of a being bound in the &lood /ath. For e"ample, the lo!e instilled by a &lood /ath could be debased to lust, or refined to fraternal de!otion. This ritual can e!en be used to warp a &lood /ath into fear, hate or other negati!e emotions.
Con;ure 3reater %emon This ritual is similar to $on5ure Lesser (emon, e"cept a mighty entity of the /ld $ountry appears. Such a being is not generally sub5ect to intimidation4 it must be coa"ed to ser!e, and has no ualms about destroying the sorcerer should the offer not be to its liking. For this reason, koldun rarely use this ritual. Like lesser demons, greater demons ha!e indi!idual names and can appear in any shape. Nemesis of the /i6ing Earth &eginning a long malediction lasting from midnight to sunrise, a koldun may name a target as an enemy of nature. )t the conclusion of the ritual, the player rolls and the !ampire drips a single point of !itae onto the bare ground. -f successful, all elements turn against the !ictim. Sparks leap from bending flames to scorch him, the earth opens pits and muddy sinkholes in his path, branches catch and entwine him, water splashes to drown him, and chill winds blow unceasingly upon him. such an unfortunate soul will not last long, as one can find no sanctuary from the world itself. /nly death or forgi!eness of the koldun may lift the curse. SystemG )ny game effects of the curse rest with the cruelty of storyteller imagination. Though such misfortune always begins subtly enough, the manifestations soon grow into freakish and impossible con5unctions of coincidence. 3a
(ies (hat 4ind ! /e6el $ 84lood Magic: Secrets of (haumaturgy9 &efore an ancient koldun could learn a new way, he performed this ritual and remo!ed one of his ribs 0through Aicissitude or other means1. ) mystical symbol representing the particular way the koldun intended to learn was inscribed onto t he bone, then implanted back into the body. Koldun cast this ritual to symbolically lend part of themsel!es to the essence of the land. -n return, they were granted the ability to practice the spiritual magic that is Koldunic Sorcery. -n the present night, Sabbat koldun re!ised this ritual to ser!e a more practical purpose with less torturous reuirements. 'erformed as often as weekly, this ritual reconnects the koldun with the eldritch magic of the /ld #orld.
System: )fter spilling four points of blood onto a patch of dirt then ingesting this soil, a koldun may lower the difficulty of any Koldunic Sorcery rolls he makes o!er the ne"t three nights by one. %ultiple uses of Ties That &ind ha!e no effect the koldun gains no greater benefit if he uses this ritual more than once in three nights.