Koldunic Sorcery
Ancient elemental magic practised only by Old Clan Tzimisce as a substitute for Visiccitude, Koldunic Sorcery gives the user much power of the elements, even over fire. However, like Vicissitude, it inevitably warps the land around the user in unnatural ways. Unlike other blood magics, Koldunic Sorcery relies more on the user's spiritual perfection and mastery over the elements, rather then any expenditure of Willpower. Any who practise Koldunic Sorcery are called "koldun". (Koldun with Occult specialty "Koldunism"gain an extra die to all rolls, those without Koldunism gain +1 diff on all castings. Casting powers using Koldunic magic will ignore any bonusses in attributes, wether through bloodpoint expenditure or other magic. Those who wish to learn Koldunic Sorcery or increase their mastery of it must find a teacher, their mastery over Koldunic Sorcery does not come with experience.)
The Way of the Earth
The earth giveth and the earth taketh away, providing food for the kine as well as drinking the blood and consuming the bodies of those that fall upon it. It is this connection to vampirism that the koldun can use to harness the power of the earth.
powers:
1 - Grasping Soil: Dirt rises up from the soil and crawls up the legs of victims, rendering them immobilized. Depending on the will or temperament of the user, the dirt will appear as mounds of earth rising up to engulf the legs of the victim or a parody of sculpted arms rising up to grab foes. The earth can even be commanded to crush a victims legs. (Costs a bloodpoint, user rolls Stamina + Occult at diff 4. Each success ensnares the victim for 2 turns. The victim can attempt to break free by rolling Strength + Athletics at diff 6, 5 successes are needed to break free. Alternatively, the earth can be commanded to rise up, crush a victim's legs, and retreat. In this case, each succes deals 1 level of Lethal damage, which manifests itself exclusively as broken legs and crushed feet. Note that this power will function only if the target stands on soil, not rock or anything else.)
2 - Endurance of Stone: Drawing the essence of the earth into him/herself, the user's skin becomes a horrid mesh of flesh and stone that cracks and flows with every movement. (Costs a bloodpoint, user rolls Stamina + Occult at diff 5. Any succesful roll will grant the user 2 extra dots of Stamina. These dots are considered part of the character's natural Stamina and may be used for any function of that Attribute, including soak.)
3 - Hungry Earth: The user causes the very earth itself to open it's maw like a hungry beast, sending cold tongues of mud to ensnare a victim and drag the victim beneath the earth to the neck. (Costs a bloodpoint, user rolls Stamina + Occult at diff 6. Can only be used on victims no more then 100 feet removed from the user. Each succes traps the victim in the earth for one turn. The victim may attempt to break free by rolling Strength + Athletics at diff 8, needing 5 successes to break free. Every turn a victim is trapped in the earth, he/she takes 1 Lethal damage. Beings capable of soaking this damage may do so at diff 7. At the end of it's duration, the earth opens it's maw again to release it's victim.)
4 - Root of Vitality: Unlike Hungry Earth, this power allows the user to drag a target below the ground in order for the target to heal grievous wounds. The earth opens up and engulfs the target into a earthy perversion of a womb, and presses against the victims skin in order to heal it. If the fact the earth came up to swallow the victim whole wasn't terrifying enough, the healing process is most unnatural. Though this gives no negative impact on the subject, the subject feels the unnatural healing process, further fueling the victim's fear. (The user spends as many bloodpoints as he/she likes (minimum of 1 bloodpoint, several bloodpoints might require several turns of building up) and rolls Stamina + Occult at diff 7. The victim is drawn a full yard beneath the earth before the healing process starts. Each succes allows the user to heal 2 points of Bashing damage, 1 point of Lethal damage and 2 successes are required to heal a point of Aggravated damage. The total number of damage that can be restored using this power is limited by the number of bloodpoints spend or the number the successes on the activation roll allow, whichever is lower. The healing takes one turn per level of Bashing damage, one minute per level of Lethal damage and 1 hour per level of Aggravated damage. Once the healing process is complete or interrupted through excavation, the earth pushes the subject back up.)
5 - Kupala's Fury: Summoning
the power of Kupala, the user summons a mighty earthquake to cause
great destruction. Wooden structures collapse, and even sturdy stone
buildings crack and shake, as victims pray to the Old Gods, hoping to
be spared from their appearent fury. (Costs a Willpower point and a
Bloodpoint, user rolls Stamina + Occult at diff 8. The user must slam
his/her fists on the ground or stamp angerly, sending his/her anger
visibly through the soil at a target. The earth splits open at it's
distination, sending a quake outward dealing 10 dices of lethal damage
on everything and everyone within the radius of effect.
success effect chart:
1 succes: a shop or simple home is effected
2 successes: 5 structures or a simple keep is effected.
3 successes: An entire village street or medium sized castle is effected.
4 successes: An entire village district or large castle is effected.
5 successes: An entire village is effected.
Note that it is not possible to limit the number of successes the user uses in a single attack, the user must use all successes scored.)
The way of Fire
The
most powerful of all the Koldunic paths, though beyond doubt the most
dangerous to wield for a cainite. Much like the way of Earth focusses
primarily on soil, this path focusses primarily on magma and molten
rock. (note, any powers used in this manner will not cause Rötshreck in
the user)
Powers:
1 - Fiery Courage: Through his/her own mastery of the element, the user can gain greater control over him/herself when facing flames. (Once learned, this power requires no activation roll or bloodpoint expenditure, it's effect is permanent and passive. Everytime the user faces Rötshreck due to exposure to fire, though not of sunlight or other causes, the user may substract his/her own rating in The Way of Fire from the difficulty of the Courage roll needed to resist Rötshreck. If the diff of the Courage roll goes below 2, the user automatically succeeds.)
2 - Combust: The user causes a target to spontaneously burst into flames. The user's eyes glow orange with sorcerous power as superheated air surrounds the target, causing it to burst in flame. (Costs a bloodpoint, user rolls Manipulation + Occult at diff 5. Each succes deals 1 aggravated damage to a target. If the target is a living or unliving being, then the diff raises by 2. An attack in this manner can be dodged, but not blocked. The user cannot use this power more then once per turn.)
- Rouse the Molten Rock: The user summons magma from the core of the earth to rise up from the ground. The amount will be small and it will just ooze out of the ground at a very slow rate, but it will burn anything it touches, even melt metal doors. When the user stops providing this power, the magma cools into a thick slab of rock.
3 - Wall of Magma: The user raises his/her hand and the earth splits open, spraying forth a 10 feet tall wall of magma in a 10 feet radius circle around the user. (Costs a bloodpoint, user rolls Manipulation + Occult against diff 6. The wall lasts 2 turns per succes. If the user wishes to shape the wall in any other form then the normal circular wall, the base difficulty increases by 1. Any characters cannot approach the wall without a Courage or Willpower roll at diff 8, and even then the intense heat radiating from the wall deals 1 level of Aggravated damage. Actual physical contact with the magma deals 3 levels of Aggravated damage, with a soak diff of 9 if possible.)
4 - Heatwave: The user acts as a conduit for steam geysers and channels a blast of devastating hot air at a victim, which appears as a rippling heat wave causing massive damage to anything in it's path. Victims slain by this power appear as mummified husks, all the liquid in their bodies evaporated. (Costs a bloodpoint, user rolls Manipulation + Occult at diff 7. If succesful, the victim takes 5 levels of Lethal damage, and Kindred lose 5 bloodpoints.)
5 - Volcanic Blast: The user commands lava to erupt from the ground, the earth spewing it's firey load in all directions before it crashes down to earth and starts a flow of death. (Costs a Willpower point and a bloodpoint, user rolls Manipulation + Occult against diff 8. Each succes causes the vulcano to spew one turn of lava before stopping. The user can raise the vulcanic blast anywhere in line of sight, and even direct the lava to flow in a certain direction. The lava itself flows for twice the duration of the blast before cooling down to stone. Inaminate objects will likely melt or turn into an inferno of their own upon contact with the lava, and any living creatures suffer at least 3 levels of Aggravated damage, which must be soaked at diff 9 if the creature can soak it. Even if a victim survives the heat, he/she will likely be trapped beneath the solidified rock. If the user botches, the vulcano will blast at an unintended location, maybe even underneath the user him/herself.)
The way of Water
Water
is not the natural home for vampires, but the Kolduns have found ways
to manipulate the waterways to their own ends, both as havens and as
weapons.
powers:
1 - Pool of Lies: The user creates a detailed 3d illusion on the surface of water, which can speak and move but is intangible and cannot leave the water. (Costs a bloodpoint, user rolls Wits + Occult against diff 4. Each succes increases the duration by one turn. At the end of it's duration, the illusion dissapears into fine mist. The user can re-apply this power to an existing user by reactivating it, thusly stacking more successes on the original duration of the illusion, but every time the user does this the diff increases by one, though these rolls require no blood.)
2 - Watery Haven: Just as the Gangrel hide in the earth, this power allows the user to sink into a body of water and hide there from enemies and the sun. (User rolls Wits + Occult at diff 5. If the user gains 2 successes, he/she hides in the water in the same way as the Protean level 3 power, merging with the water beneath the surface. The body of water in which the user hides must be at least big enough the hide the whole body of the user, and during slumber no amount of splashing can disturb the user.)
3 - Fog over Sea: The user may walk on the surface of water as though it was earth, moving with the unnatural grace of a ghost. Many koldun delight in combining this power with Pool of Lies to frighten victims. (Costs a bloodpoint, user rolls Wits + Occult at diff 6. The user can opt for successes to increase the duration by one hour or one scene. If the user wishes to submerge then the user has to dismis this power first.)
4 - Minions of the Deep: By dropping your own blood into a body of water, the user can summon elemental servants from the deep. These are infallibly loyal, if not very clever, and solid enough to drag victims into a watery grave or pummel them like the crashing surf. (Costs a Willpower point, user rolls Wits + Occult at diff 7. If the user is succesful, the user can spend start dropping bloodpoints into the water, each bloodpoint rising one servant, though the user cannot rise more servants on a single use then successes gained on the activation roll. Once the last drop of blood falls, the servant rise in whatever form the user wishes. Each servant has Attributes and Abilities equal to the vampire's Wits, and a number of health levels equal to the vampire's Willpower. However, the servants have no Knowledges and no Skills save for Stealth. Their Social and Mental attributes are considered 1 unless in an aggresive or defensive scenario. (such as when they must resist, in this case the attribute is the same as the user's Wits) They soak damage as vampires, including from the rays of the sun. However, they take Bashing damage from fire, and can even douse flames using their own liquid bodies, albeit at the cost of injury. The servants take 1 aggravated damage each hour they are outside of the pool that spawned them, though regenerate health at 1 level per turn whilst in contact with a large body of water. Unless destroyed, the servants will dissapate into inanimate pools of water at the next dawn.)
5 - Doom Tide: The user creates a massive whirlpool which shallows up entire ships and drags them to the depths below. Especially in the Black Sea, many turkish ships lie at the bottom, victims of the wrath of an angry Koldun. (Costs a bloodpoint and a Willpower point, user rolls Manipulation + Occult at diff 8. The whirlpool is created anywhere in the line of sight of the user, and has a radius of 5 feet per succes on the activation roll. Whirlpools have a base Strength of 15, plus 5 Strength for every succes on the activation roll beyond the first one. Victims must succesfully oppose the whirlpool in a contested Strength + Survival roll at diff 8, or be sucked down into the depths, where they are pounded by crushing currents. Mortal creatures drown normally, while non-breathing victims are simply trapped in the whirlpool. The whirlpool lasts a single scene.)
The way of Wind
Using the air itself as a tool, the user can employ the stillness or motion of air to the user's own design.
powers:
1 - Breath of Whispers: The user sends his/her whispers to a target on a breath of wind, making it seem to the victim as though the user whispered in his/her ear. (The user rolls Perception + Occult at diff 4, this power costs a single bloodpoint to allow unlimited useage throughout a scene, though the roll has to be made each time. Upon casting, the user must exhale deeply to simulate casting the breath of wind. Each succes grants one turn of speech. After the user finishes speaking, swift winds take the message to the target, who will recieve the message within 1 minute. Upon hearing the message, anything the target speaks during a timespan equal to the length of the message after the message has been delivered will return to the user. The message can reach anyone across the world, but cannot reach those who are in a sealed room. Whilst speaking and sending the message, the user must concentrate fully, any disturbance will break off the message.)
2 - Biting Gale: Long ago the Koldun sought to create an icy wind similiar to the air over the peaks of the Carpathian mountains. They succeeded, and this power allows them to create an icy gale that torments an area up to a maximum size of 100 feet. Besides the obvious combat advantages, this power has also seen it's use in dramatic entrances. (Costs a bloodpoint, Perception + Occult at diff 5. The wind can remain as long as the user concentrates, if the user takes any non-reflexive actions, the gale ends. Anyone inside the gale takes 1 level of Bashing damage each turn, loses 2 dices from all Dexterity related die pools, and move at only half their normal movement speed.)
3 - Breeze of Lethargy: Creates winds which howl over a large area and induce extreme lethargy in any who brave them. It is said that right before these winds hit, victims would smell a bittersweet smoke. (Costs a bloodpoint, use rolls Perception + Occult at diff 6. The winds stretch over an area with a maximum size of 200 feet. Everyone within the winds must roll Stamina + Athletics at diff 8 every 2 turns of exposure. Failure means the victim loses half dices on all Physical dice pools for the remaining duration of the wind and loses half movement speed for the remainder of the scene. A botch means the victim falls asleep. A sleeping victim can be awakened simply by being poked or prodded, or being manhandled in any way, though they will still suffer from the effects of the winds.)
4 - Ride the Tempest: The user turns into a blur, and moves through the air at incredible speeds, allowing the user to reach faraway destinations within mere seconds. Few villagers in the Carpathian mountains would risk incurring the wrath of their undead master that could appear next to them at any time. (Costs a bloodpoint, user rolls Perception + Occult at diff 6. If succesful, the user blurs with the air and flies at 250 mph to his/her destination. Upon arriving at the target destination, the user lands, usually accompagnied by many sudden gusts of wind, and solidifies again. However, this power works only outdoors, indoors the user will take 5-10 bashing damage from crashing into walls. If cast outdoors, all obstacles are effectively evaded.)
5 - Fury of the Night's Sky: By sending his/her rage into the very sky, the user may summon a vast storm to torment the land. (Costs a bloodpoint and a Willpowerpoint, user rolls Perception + Occult against diff 8. It takes 6 hours minus the number of successes scored for the clouds to form. If the number of hours is 0, it takes only a few minutes for the clouds to gather. The storm that will then hit will cause floodings, and lightning will strike much much more often then normal. The storm will continue at full strength for 1 hour per succes, then slowly quiet down. Any mortal inside the storm takes 1 Bashing damage every turn. Lastly, the user can even summon lightning to strike down his/her enemies. This requires that the user spends another Willpower point and rolls Perception + Occult at diff 6, with a succesful strike dealing 10 dices of Lethal damage. The user can only summon 1 lightning strike per turn.)
The Way of the Spirit
Unlike
the other paths, the Way of the Spirit grants the user only one power,
that of perception. The user becomes able to instantly see, hear, smell
and even taste everything in his/her domain at once. The user's spirit
flows through the land like a invisible ripple, allowing the user to
percieve intruders both physical and spiritual. (To activate the Way of
the Spirit, the user must spend a Willpower point and roll Charisma +
Occult at diff 4 + the rating of the Way of the Spirit used. Every
succes gained allows one hour of using the Way of the Spirit. If the
user botches on the activation roll, the earth rejects the user,
disallowing the user to use the Way of the Spirit again untill the next
dusk. Through this power the user instantly percieves everything within
the area of effect, including any intruders, even if the intruders are
spirits. However, to focus on specific objects or individuals the user
must roll Wits + Alertness with a diff set by the storyteller. As with
Auspex, the perception granted by this path can break Obfuscate as
discribed under Auspex. While the user is using the Way of the Spirit,
the user can invoke the powers of any other Koldunic Sorcery path
within the radius of his path rating. In this way, the user can cast
the powers of other paths from vast distances, though the user cannot
use any power from another path that exceeds the user's current Way of
the Spirit rating. This path can be raised to heights above level 5,
granting 10 extra miles of range for every dot above 5. However,
reaching such inhumane feats of perception causes the user to grow
detached from individuals and events that do not concern his/her own
domain as a whole, adding one to the difficulty of Empathy rolls for
every 2 levels over 4, to a maximum of diff 9.)
rating, area of effect:
1 - See everything within a 50-foot radius.
2 - See everything within
3 - See everything within a quarter-mile.
4 - See everything within a mile.
5 - See everything within
The Way of Sorrow
1 - The Frustrations of Nestretcha: The user temporarily disables the willpower of a target.
2 - The Insults of Krivda: By using this power, the user can send a target into a uncontrollable rage/frenzy (depending on whether the target is a mortal or kindred) by shouting the most vile insults in his/her repertoire at the target.
3 - The Weeping of Kruchina: By summoning a targets deepest sorrow, the user can send a target into a fit of sorrow and make the target do nothing but weep and cry.
4 - The Misfortune of Chernoglov: Causes great misfortune to befall a target. (in game terms, the target loses 2 successes on every roll)
5 - The Starvation of Marena: The user blasts a target with winds of cold and famine, putting a victim into a state as though he/she just survived the coldest of winters. In this starving state, the target is usually no longer a threat to the user.©
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