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Koldunic Sorcery Packet –

New England Nights


Table of Contents
Basic Rules.......................................................... 1 Way of Self ............................................... 14
Learning in-clan .............................................. 1 Way of Sorrow ......................................... 16
Learning out-of-clan....................................... 2 Way of Storms ......................................... 18
Miscellaneous Rules ....................................... 2 Way of Woodlands .................................. 20
Ways of Koldunism ............................................ 3 Koldunic Rituals ............................................... 21
Common Ways ............................................... 3 Published Rituals Chart ................................ 21
Way of Spirit............................................... 3 MET Translations & Other Rituals ............... 23
Way of Earth .............................................. 4 Basic ......................................................... 23
Way of Fire ................................................. 6 Intermediate ............................................ 24
Way of Water ............................................. 7 Advanced ................................................. 26
Way of Wind .............................................. 9 Elder (Level 6) .......................................... 27
Esoteric Ways ............................................... 11 Master (Level 7) ....................................... 28
Way of Blood ............................................ 11
Way of Dracul........................................... 12

Basic Rules
Learning in-clan
Koldunists are Tzimicse that show a special affinity for sorcery after their embrace. In modern nights
some neonates are finding that Koldunism is almost calling to them during the embrace. Koldunists can
come from any revenant family line, bloodline, or mortal embraced into the Clan. There seems to be no
rhyme or reason why a childe will show an affinity for Koldunism. Many Koldunists are embraced by
Koldunists but this is not always the case.

Those Koldunists that come from revenant lines may not take the merit Revenant Disciplines or the
flaw Revenant Weakness. Tzimicse wishing to have an affinity for Koldunism (making it an in-clan
discipline) must purchase the merit Koldunist (2 points). Only Tzimicse are allowed to purchase this
merit, and only at character creation. Tzimicse Koldunists learning the discipline without this merit treat
it as "out-of-clan." Refer to that section for further details.
Old Clan Tzimicse deserve special mention. Their clan advantage, as originally published, is that they
may learn Thaumaturgy as if it was in-clan. When that was published, however, Koldunism as it exists
now had not been published. Therefore, the clan advantage for Old Clan Tzimicse is that they may learn
Koldunism as if it was in clan, and effectively receive the “Koldunist” merit as listed above for free.

Learning out-of-clan
Learning Koldunism is a difficult process. Unlike the hermetic style of Thaumaturgy, which is very
mathematical and precise, Koldunism relies much more on force of will, intuition, and personal
connection to the land.

As such, anyone learning Koldunism out-of-clan must undergo a process of ritual attunement to magical
and elemental forces before being able to learn the discipline. Any Koldunist who has reached the
Intermediate level of the discipline can guide a prospective student in this process, which takes roughly
a month. Unfortunately, the process can never replicate the subtlety of a natural affinity for such
forces. Mechanically, this means that the character must take the flaw “Attuned” along with his first
Koldunism purchase. The purchase of the power is what cements the changes. This flaw gives no extra
traits to spend.

Attuned (Supernatural flaw) – The character is attuned to mystical and elemental energies and spirits.
This allows the character to use Koldunic Sorcery, but also makes him more susceptible to magic. The
difficulty to affect the character with magic is reduced by 2 traits. This includes blood magic, hedge
magic, and true magic, but does not include other disciplines, gifts, etc. Whether or not other esoteric
powers count as “magic” is left to ST discretion. Once taken, this flaw may never be bought off or
removed.

Miscellaneous Rules
 There is no primary path for Koldunism, though it is somewhat traditional to learn the Way of
Spirit first.

 Koldunic Sorcery utilizes the “Koldunism” ability. It is the default retest for all Koldunism
powers.

 Defenders may retest using Dodge (for single target effects), Survival (for area effects, if they are
able to soak/resist the type of attack), or Occult (for curses/nonphysical powers and those
effects that target the mind more than the body).

 A character must have Koldunism 3 to learn Intermediate powers, Koldunism 5 to learn


Advanced powers, and Koldunism 6 to learn any Elder-level and above powers.

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

 As a corollary to the previous point, Koldunism is not quite as flexible as Thaumaturgy. Its Ways
are limited in scope to a few spheres of influence. Elemental/nature/territory based effects,
spiritual effects, metamagical effects (magic that affects other magic), personal empowerment,
and things that fit under the umbrella of ‘folk magic’ (curses/hexes, divination, etc). Storyteller
discretion should be used. While Thaumaturgy can develop paths like Technomancy,
Biothaumaturgy, the Faux Path, etc, such things are beyond the thematic reach of Koldunic
sorcery. On the other hand, Ways similar to the Green Path, the Hearth Path, and even Focused
Mind are well within the scope of Koldunic sorcery.

 The use of Koldunism often affects the eyes of the user, and sometimes the body as well.
Details are listed in the appropriate Way descriptions.

Ways of Koldunism
There are a number of Ways of Koldunism, much like Thaumaturgical paths. However, as mentioned
before, Koldunism has a narrower purview than Thaumaturgy, but it is more focused within its purview.
The core of Koldunic Sorcery, however, is a set of five Ways – Spirit, Fire, Wind, Water, and Earth. A
Koldun must master (reach Advanced level) in at least one of these Ways before he can learn the more
esoteric ways.

Common Ways
Way of Spirit
When using Way of Spirit the eyes of the Koldun become pure white and opaque to onlookers. A koldun
with at least Intermediate Way of Spirit may attempt to enter the Umbra with a mental challenge
against the gauntlet.

Basic
50-foot radius
100-yard radius

Intermediate
Quarter mile
1-mile radius

Advanced
5-mile radius

Elder+
An additional 10 miles per level above Advanced
To activate the Way of Spirit, the player spends one blood trait and makes a static Mental test vs. 4 traits
plus the level of the power he wishes to activate. A failure has no effect apart from wasting blood.

Success grants sensory omniscience in the area of affect, lasting one hour or scene whichever is longer.
Within this territory, the Koldun sees, hears, smells, and even tastes everything at once. While such
wide-reaching senses can immediately detect the presence and locations of intruders and spirits, the
Koldun must concentrate to focus on specific objects or individuals to garner more details. This power
renders mundane stealth virtually useless.

As with Auspex, the mystical senses conferred by Way of Spirit may confound Obfuscate and other
forms of illusion of concealment. Treat this as a standard Auspex vs. Obfuscate challenge, simply
substituting Way of Spirit for Auspex. Way of Spirit also allows a basic perception of magical energies,
though it is not as precise as that offered by Thaumaturgical Sight.

Once a Koldun extends his senses with this Way, he may evoke powers of other Ways of Koldunic
Sorcery anywhere within the radius. Apart from their extended range, such powers operate as normal.
Only Koldunic powers equal to or less than the Sorcerer’s rating in Way of Spirit can be used.

While the Way of Spirit allows for the sensing of spirits and wraiths, it is imprecise. If a Koldun wishes to
improve this basic perception and extend his perception past the gauntlet or shroud, he must expend a
second blood point and make a static Mental test against the gauntlet or shroud. Success allows him to
shift his vision from the realm to the penumbra/shadowlands and back as desired for the duration of the
power. Doing so requires no test, but does require a round of concentration. A Koldun cannot be
attuned to both the Shadowlands and the penumbra at once – attuning his vision to one will cancel the
ability to look into the other, if it is already in place.

Way of Earth
When using the Way of Earth, the Koldun's eyes change to brown and patches of stone ripple across the
Koldun's skin.

Basic

Grasping Soil
This power can command only soil, not stone, and may target only victims standing on the earth.

The Koldun can cause the earth to rise up and immobilize any one target within 100 feet. The earth
crawls up the victim and hardens, somewhere between the knees and the hips. The Koldun must make
a physical challenge against the target. If successful, the target is immobilized for two turns. Thereafter,
the target may escape with a static physical challenge made against the Koldun's physical traits. While
immobilized, the target may not move from the waist down but may still take actions.

It is also possible to use this power as just an attack, in which case the grasping earth crushes once and
then releases. Used in this manner, a successful casting inflicts two levels of lethal damage but does not
hold the victim.
Endurance of Stone
Under the effects of this power, a Cainite’s skin resembles a horrid fusion of flesh and stone that cracks
and flows impossibly with every movement. The Koldun may spend a blood trait and gains the stamina
related traits Resilient x3 that may only be bid in defensive or stamina related tests. These traits may be
bid and lost as normal. The traits last for one scene or hour, whichever is longer. The Koldun can
attempt to soak aggravated damage, including fire and sunlight, while using this power.

Intermediate

Hungry Earth
This power may ensnare any victim who stands upon the earth within 100 feet of the Koldun.

The Koldun spends a blood trait and makes a physical challenge against her target. If successful, the
target is sucked into the ground, up to her head, for two turns. Thereafter the target is trapped unless
they can win a static strength-related physical challenge against the Koldun's physical traits.

Beings trapped in the crushing pit suffer one level of Lethal damage each turn. Mortals, ghouls, and
creatures that still must breathe will suffer an additional level of lethal damage each turn trapped
beneath the earth from suffocation.

Root of Vitality
As with Hungry Earth, the Koldun may direct the land to bury any target standing on the earth within a
100-foot radius. Yet this power is far more benevolent in its intent, if no less disturbing in its
manifestation. It is possible for a Koldun to heal himself with this power.

The Koldun must spend a blood trait to activate this power, but no challenge is made; the target must
relent. The target is pulled into the earth, where the rich soil will slowly heal her wounds. For each
round that the target remains underground, she heals one health level. Aggravated wounds are more
problematic, and require a blood trait to be spent by the target per aggravated wound level. The target
may leave the ground at any point she chooses.

Advanced

Kupala’s Fury
This is not a power used lightly or capriciously, but it represents one of the greatest weapons available
to Koldunic Sorcery.

The Koldun can command the very ground to tremble and quake, creating in effect a very localized
earthquake. This requires not only the expenditure of a blood trait, but the expenditure of a physical
trait per level of effect (see below). All those within the area of effect (who are not flying, incorporeal,
etc) will take a number of lethal damage equal to the number of physical traits that the koldun spends
on the art, to a maximum of five. Targets may attempt a soak or dodge challenge to reduce this damage
by half (round down). Nevertheless, the effects should be felt very much by all those present, and
storytellers are encouraged to announce the dramatic effects of the localized earthquake that will
certainly damage many things during the brief quake (it lasts but one turn).
Physical traits – Area of Effect

1 - One structure
2 - Five structures
3 - Residential street
4 – A city block
5 – A town district, an entire village

Way of Fire
When employing the Way of Fire, the eyes of the Koldun turn a brilliant orange, and his movements
occasionally throw off dull sparks. Note that the nature of the art protects the Koldun from her own
arts, but not the arts of other Koldun. This does not mean that the Koldun can swim in magma but that
the supernaturally controlled magma will move out of the way to allow for the safety of its commanding
Koldun. It should be noted however that Koldunists are not immune to secondary fires caused by use of
these powers.

Basic

Fiery Courage
Once learned, this power is permanent and is always active. The Koldun adds his rating in Way of Fire to
his Courage traits for challenges to resist Rotschreck from exposure or proximity to flame. This power
does not aid in resisting the panic that accompanies sunlight or any other cause apart from actual fire. If
this raises the Koldun Courage to 6+ traits, the Koldun simply does not succumb to Rotschreck caused by
exposure or proximity to flame.

Combust
The Cainite’s eyes flash vivid orange with power as superheated air coils around the target. In moments,
the target bursts into spontaneous flame.

The Koldun spends a blood trait and engages in a static Social vs. Physical Challenge against the target.
Success causes two levels of Aggravated Damage. This cannot be dodged, and can only be soaked if the
target can soak fire damage.

Inanimate objects can be set afire with this power. Dry, flammable, or otherwise easily combustible
materials require a challenge against 4 traits. Wet or fire resistant materials require a challenge against
7 traits. Even metal and stone can be melted with a challenge against 11 and 13 traits respectively. The
amount of material affected is generally about the mass of a person.

Intermediate

Gates of Magma
The Koldun raises his hand and the earth splits, spraying a wall of glowing magma 10 feet high.
Normally this wall forms a 10-foot radius circle around the vampire, although the power can raise other
shapes with practice and skill.
The Koldun spends a blood trait and a social trait to call up a ring of magma ten feet tall that surrounds
the Koldun. The ring of magma can be maintained for two rounds plus two rounds per social trait spent.
Any vampires attempting to approach the wall of magma must succeed in a courage challenge vs. four
(4) traits and suffer a level of Aggravated damage. To cross through the magma requires that a vampire
spend a willpower trait and suffer three levels of Aggravated damage. This damage is unsoakable except
by Fortitude or similar powers. Normal mortals need not make the courage check, but do need to spend
a willpower trait if they intend to pass through the magma.

If the Koldun possesses Way of Spirit, the wall can be raised away from the Koldun, and even shaped
differently, as long as the same surface area is maintained. If stretched out, a straight wall would be ten
feet high and approximately sixty feet in length.

Heat Wave
The Koldun acts as a conduit for steam geysers and channels a blast of desiccating air at a target within
line of site. This fiery wind appears as a rippling heat wave enveloping the victim. Individuals slain with
this gruesome power appear as withered, mummified husks.

The Koldun summons a gust of superheated air that blasts her opponent. She spends a blood trait and
makes a social challenge against her target, which resists with a physical challenge. If the Koldun
succeeds, the target takes 3 levels of lethal damage from the superheated air. Regardless of whether or
not the power inflicts damage, Kindred also lose 5 blood traits as the vitae evaporates from their
system.

Advanced

Volcanic Blast
The caster may direct lava to erupt anywhere in his line of sight. By spending one or more blood points,
the Koldun summons a fiery stream of magma that erupts from the earth in a rainy torrent that showers
down upon all within twenty feet. The Koldun makes a mass Social vs. Physical Challenge. Anyone who
loses is caught in the eruption. All those caught within the radius suffer three levels of Aggravated
damage. Victims who cannot reasonably escape the area (because they are trapped in a dead end,
perhaps, or because they are at the center of the effect and cannot move fast enough to move out of
the way) are burned automatically without recourse to a challenge.

The magma will flow thereafter and continue to do three levels of Aggravated damage each round it
lasts - one round per blood trait spent by the Koldun. After this duration expires, the magma cools at a
rate of one less level of Aggravated damage per round.

Way of Water
The path of water marks its practitioner - her eyes will turn a deep green color, almost aquamarine. The
Way of Water requires a mental challenge to use all the arts, unless otherwise noted.
Basic

Pools of Illusion
The Koldun can command mists above water to swirl into a three dimensional illusion. This requires a
static mental challenge (difficulty determined by the storyteller, but typically 7). The illusion may move
and even speak mystically, but may never leave the water, and is itself effectively intangible. The
illusion lasts three rounds before it begins to dissipate, though it can be maintained with another mental
challenge.

Watery Solace
As the feral Gangrel meld with the earth, so may a Koldun with this power gracefully sink beneath the
water to escape the sun. The vampire does not so much submerge as merge with the water. Though his
slumbering form may be visible at odd angles from above, not even the most determined splashing can
disturb his rest.

Unlike many other Koldun powers, this power neither costs blood nor requires a challenge. The Koldun
spends a mental trait and sinks into the water to slumber away the day, similar to the Protean power of
Earth Meld. The water need barely cover the Koldun, but will mystically protect her from the harmful
light of the sun.

Intermediate

Fog Over Sea


The Koldun spends a blood trait and may walk on water for an entire scene. This does not protect her
from hazards in the water (such as sharks). The Koldun may walk on water for a number of scenes equal
to the number of blood traits spent to activate this art.

Watery Minions
A Koldun may summon and form embodied water elementals to serve him for a night. Such minions are
infallibly loyal, if not especially clever. Despite their liquid form, they are solid enough to grab a man
and drag him to a watery grave or pummel him as the crashing surf.

The Koldun spends a blood trait to activate this power, and additional blood traits per watery minion
summoned. For each blood trait, one creature is summoned to a maximum of 5. The stats of the
minions are suggested below. The Koldun must have access to at least 20 gallons of water per minion
summoned. Bashing damage will not harm them at all and lethal damage is halved, though fire does an
extra level of damage. The creatures may leave the confines of the water, but only follow the most
basic of commands. These minions last until dawn.

Watery Minion:

Physical: Brawny x4, Nimble, Quick, Lithe, Resilient x4


Social: N/A (the Minions are perfectly loyal, and may not initiate with or be the target of challenges
against social traits)
Mental: Alert x2, Observant, Shrewd
Abilities: Alertness x2, Awareness x2, Athletics x3, Brawl (Grappling) x4, Dodge x2, Survival x3
Powers: Potence 2, Auspex 1
Health Levels: Healthy x10, Mortally Wounded

Advanced

Doom Tides
The Koldun can create a mighty whirlpool ten yards in radius with the expenditure of a blood trait. The
whirlpool has strength of 15 traits; each additional blood trait spent increases the strength of the
whirlpool by five traits and the radius by five yards. Anyone caught in the whirlpool must make a
physical challenge each turn they remain in the radius. Those who fail are sucked into the depths and
pounded with crushing currents. Living beings drown normally, while vampires and other nonbreathing
creatures simply remain trapped helplessly in the vortex.

The whirlpool can even ensnare small to medium sized ships and damage others – a whirlpool whose
radius is half the length of a ship can capture and capsize it. If the radius is equal to or greater than the
length of the ship, it can suck it down completely. Larger ships will not suffer these effects, but may well
suffer damage (to rudders, engines, etc) at ST discretion.

If he happens to be in the water, the Koldun is immune to his own whirlpool. This power lasts for one
scene.

Way of Wind
When using the Way of Wind, a gust of wind whips up around the Koldun and her eyes turn a pale blue
color.

Basic

Breath of Whispers
Even in their absence, koldun instill deep fear in their boyars. This power carries the vampire’s words on
a light breeze and returns with the target’s reply. The vampire need only address the target by name
and forcibly mimic a deep exhalation of breath as he speaks his message.

Every time the koldun wishes to send a new message via this power, the player makes a static mental
challenge vs. 7 traits. The player need not spend any traits. Only the mental challenge is required.

Each successful challenge permits one minute of speech. After the vampire concludes the message,
swift winds carry it to its destination. Within a minute, the target hears the koldun as if the vampire had
whispered in his ear. He may reply or remain silent, but anything he says within a number of turns equal
to the length of the vampire’s message flies back to the koldun. This power may bring words to anyone
within a mile who is not in an airtight, sealed room. While using this power, a koldun must concentrate
fully. Any significant disturbance breaks the communication.
Biting Winds
With the expenditure of a blood trait, the Koldun can cause an extremely cold biting wind to mystically
fill an area, subtracting two physical traits from all within. The wind springs up gradually (a breeze the
first round, minus one physical trait the second round, and minus two physical traits the third round),
and lasts one scene. Once the wind is at full strength, those attempting to remain in or enter the area
must spend one willpower trait and suffer a level of bashing damage from the sudden onslaught of the
wind. Movement within the area is severely limited, and everyone loses a "step" per round movement.
The Koldun is immune to his own winds.

Intermediate

Winds of Lethargy
The Koldun spends a blood trait and summons a harsh wind that encompasses an entire 200-foot radius
(roughly one large building). All those within must succeed in a static physical challenge (vs. the
Koldun's mental traits, physical disciplines do not help) or halve their physical traits for the remainder of
the scene due to the extreme lethargy that encompasses them. If a target is able to win on ties in a
particular challenge, he may declare his full traits, but does not automatically win on ties. Everyone in
the area also suffers a one step per round movement penalty. This effect lasts for three combat rounds
plus three per blood trait spent on the power – previously affected targets still suffer the penalties, but
new targets will not be affected. These traits are spent before determining who is affected by the
power. The Koldun is immune to his own winds.

Traveling the Winds


The Koldun may spend a blood trait and allow the winds to carry her off. She is able to fly at a blinding
250 mph for the duration of a scene/hour, though another blood may be spent in mid-flight to extend
the duration. This art must be used outside, or at least immediately next to an exit. The Koldun can
maneuver while flying, but not enough to navigate the insides of a building.

To others, the Koldun will suddenly blur and be gone. When the Koldun lands or the power ends, the
vampire descends to earth and fully solidifies. Such an arrival is quite impressive, heralded by a flurry of
sudden gusts that extinguish candles and blow leaves about.

The Koldun can carry a reasonable amount of clothing and gear with him using this power, but never
another person.

Advanced

Body of the Zephyr


A Koldun dissolving into Body of Zephyr blends into the air, maneuvering through the smallest of cracks.
The Koldun’s body maintains its basic shape, though it is too ephemeral and too transparent for
onlookers to see.

The Koldun must spend a blood trait and win a static mental challenge vs. 9 traits to activate this art. In
Body of Zephyr a Koldun moves at double his movement; though he cannot take any physical actions he
is also immune to physical attacks. Mystical attacks, fire, and sunlight will still affect those in Body of
Zephyr.

Other powers of Koldunism may be activated while Body of the Zephyr by spending a willpower and
their applicable activation costs; no other Discipline powers may be manipulated while in this form. A
Koldun may stay in a transformed state indefinitely, though he can return to his original form with one
full turn of concentration.

Esoteric Ways
These are the less common Ways among Koldunic Sorcery. While not necessarily more powerful, they
are perhaps more complex manipulations of spiritual energy and magic. In addition, some of them are
more internalized applications of Blood Magic, rather than overt external uses of power. Thus, mastery
of at least one of the Common ways is required to begin learning these.

Way of Blood
The Way of Blood is similar in some respects to the Thaumaturgical Path of Blood, but its roots are older.
The powers differ somewhat – for the Koldun, it focuses more on the utilitarian than the offensive.
When using the Way of Blood, the Koldun's eyes will turn blood red and glisten wetly.

Basic

Biting the Heart


This power works identically to the Thaumaturgical power “A Taste for Blood.” See LotN:Revised page
177.

Father’s Denial
In a curious almost-mirror of the Tremere power Blood Rage, this power allows the Koldun to inhibit the
flow of blood. By touching the target and spending a Blood Point (which may require a physical
challenge), you make his blood sluggish. For the next three turns, the target must make a simple test for
each blood point he wishes to spend. A win or tie means the expenditure takes effect normally. A loss
means the blood does not answer the call of the vampire – it is not spent, but any power or ability it was
meant to fuel is wasted. As a side effect of learning this power, the Koldun can reflexively stop his own
blood from moving against his will – an ability that was more a curiosity than useful until the Tremere
developed Blood Rage, although it also protects against unwanted “extractions” of any sort.

Intermediate

Song of the Eldest


This power operates identically to the power “Blood of Potency” as listed on pg 177-178 of LotN:
Revised.

Scent of the Hunter


This power allows the Koldun to detect the use of vitae. By spending a blood point and making a static
mental challenge against 9 traits, the Koldun attunes his senses to the curse of his blood for the rest of
the scene. Anyone spending blood within the Koldun’s sensory range flares with reddish light to his
senses, showing the Koldun how much blood is being spent. With a reflexive mental challenge against 7
traits, the Koldun can even identify what the blood is being used for – which discipline/power, healing,
physical traits, etc.

Advanced

Sanguine Hunger
This power is supremely utilitarian, expanding the Koldun’s natural abilities with his own blood. When
feeding, the Koldunist may drain blood at double the normal rate. Any powers that involve blood being
destroyed or otherwise unwillingly removed from the Koldunists blood pool are half as effective at doing
so. Blood expenditures for traits last twice as long. Healing with blood doubles the number of health
levels gained (1 blood heals 2 bashing/lethal, 3 blood heals 2 aggravated damage over the course of a
night). Finally, and perhaps most disturbingly, this total control over the blood allows the Koldun to
stamp out remnants of another kindred within his blood – the signs of diablerie fade more rapidly, and
blood bonds are harder to achieve. Black veins disappear from the aura in but a month, and the
diablerie is undetectable by any means after six months. Blood bonds require an extra dose to become
effective (4 blood points total on 4 separate occasions), and any partial bonds dissolve after a month
without ingesting the domitor’s blood.

This power is passive and always on once learned, much like Way of Fire 1.

Way of Dracul
This Way represents the Koldun’s embrace of his nature, tied to the land in ways that no other Clan can
boast. The Way of Dracul is the path of dominance and lordship over one’s domain. Over time, the
Koldun’s domain becomes vaguely eerie and sinister as the spirits of the area gradually attune to the
Koldun and become more active. The bond breaks if the Koldun ever spends more than a month away
from his domain, he must reattune himself to it in order to regain the benefits. The Koldun can use soil
from his claimed domain for the purposes of the Tzimicse clan flaw/Ancestral soil dependence/etc.

The maximum size of the claimed domain varies based on the level of the Way.

Level Maximum claimed area (radius)


1 1 mile
2 4 miles
3 9 miles
4 16 miles
5 25 miles
6+ (Level2) miles

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

Claiming the Mantle


In a process taking approximately a week, the Koldun invests himself with supernatural authority over a
given area. This area must be reasonably under the control of the Koldun. Other supernaturals may be
present, but the area should not be overrun with them, nor should there be any sort of supernatural
stronghold in the area (Caern, Chantry, Elysium, etc) that is not under the control of the Koldun.

The land begins to sustain and empower the Koldun. While inside the borders of his domain, the Koldun
may spend a blood trait to gain a retest on any challenge. This retest essentially counts as a “Willpower”
retest, and may not be used in the same challenge as a Willpower retest.

At this level, the Koldun’s domain is up to a mile in radius, but may be smaller based on what he can
realistically claim control over. A Koldun may have only one domain at a time.

Foot on the Neck


The Koldun’s subjugation extends to the spirit world. He may automatically see and speak to any spirits
in the domain. Those spirits that reside permanently within the domain become easier for the Koldun to
affect in any way – he is up three traits to do so.

While within the domain, the Koldun may spend a blood trait and make a static mental challenge against
any spirit’s Willpower in order to force it to do any of the following (one command per challenge):

 Materialize/dematerialize
 Leave the Koldun’s domain for a month
 Serve as a menial servant within the Koldun’s domain for a night
 Use a charm at the Koldun’s direction

At ST discretion, one challenge may subjugate a number of very small spirits, using the highest willpower
among them. This is appropriate for RP effects, such as forcing a number of spirits to serve guests at a
gala.

Intermediate

Everywhere and Nowhere


The Koldun’s essence begins to mingle with the land, sky and water of his domain. He is present
between every raindrop, seated upon every branch, and never to be found. He fades from view,
abruptly vanishes and reappears elsewhere without warning, and has an unsettling way of always being
where he is least expected.

If he is unobserved by enemies, the Koldun may spend a blood point to instantly teleport anywhere
within his domain. This may be used to call fair escape. If he is being watched by an enemy, the Koldun
must succeed in a contested mental challenge in order to teleport successfully.
Voivode’s Grasp
The Koldun’s power extends to humans who live in or spend significant time in his domain. If a human
lives or works (assume 40 hours per week if you need a hard figure) in the Koldun’s domain, he can be
used, albeit unwittingly, as a source of information.

The Koldun spends a blood trait and asks a specific question, and makes a mental challenge. The trait
difficulty of the challenge varies, from 7 for a simple, commonly known fact to 12 for obscure items that
only a single person under the Koldun’s sway knows.

With success, the Koldun will learn the answer to his question if at least one of the people under his
sway knows the answer. Unlike most powers of the Way of Dracul, neither the Koldun nor the people
whose minds he touches must be currently in the Koldun’s domain – the constant exposure creates
enough of a link that this ability may be used anywhere.

Advanced

Thirst of the Eldest


A Koldun who has mastered his domain to this degree is a fearsome enemy – and woe betide the foe
who brings an army to the Koldun’s doorstep. By spending a blood trait and making a social challenge
against 9 traits, he unleashes his hunger across his domain for the next scene. Any damage that is
inflicted in the area is placed aside in a special “Domain Pool,” which gains one “Domain Point” for each
level of lethal/aggravated damage. Points from this pool do not function as standard blood points, but
can be spent as follows

 1 Domain point will heal 2 levels of bashing or 1 level of lethal damage


 2 Domain points will heal 1 level of Aggravated damage
 2 Domain points will refresh an Attribute trait
 2 Domain points will return 1 Blood trait to the Koldun
 2 Domain points will grant an extra health level (“Healthy” level) that lasts the scene
 3 Domain points will refresh an Ability trait
 5 Domain points grant a bonus level of damage to the Koldun’s attacks and abilities for a scene
(maximum of 2 extra).
 5 Domain points will refresh a Willpower trait
 50 Domain points awakens the land to the Koldun’s bidding. The effects should be left to
Storyteller discretion, but the results should be spectacular and powerful.

The Koldun can spend as many points as he wishes, but he can only spend for one type of item at a time.
Spending points from the Domain pool is a free action once per turn. The Domain pool may never
contain more than 100 points at a time.

Way of Self
The Way of Self is centered around the unrelenting discipline and strength of will embodied in the story
of the Eldest, who defied beings of power with his indomitable mind. Many of these abilities are
passive. Unlike most Ways, no visual effect accompanies the use of the Way of Self.
Basic

Unrighteous Shackles
The Koldun begins to learn how to harden his thoughts against outside influences. His mind is hardened
against effects that directly manipulate or access his mind or emotions. For each level in this Way, the
Koldun is up 2 traits in such defensive mental challenges, and up 1 trait in applicable defensive Social or
Willpower challenges. The Koldun is always entitled to a defensive challenge, and can discern the
source of any such effect with a static mental challenge against the originator.

Steel Resolve
The Koldun’s will is honed and tempered. On any test involving strength of mind or will (including most
mental-based Koldunism), the Koldun may call for a free ‘Resolve’ retest. This operates identically to
the “Might” retest of Potence.

Intermediate

Soul of Frost
The Koldun moves from simply disciplining his thoughts to anchoring his soul and his emotions. By
spending a blood trait (a reflexive action that does not count against spending limits), the Koldun may
ignore any one use of an emotion- or soul-affecting discipline or power (such as Presence). If the Koldun
spends three blood traits resisting the same power from the same source, he is immune to further uses
of that power from the same source for the rest of the scene. This applies to specific powers, not to
entire disciplines or other power “sets.” When defending against Dominate and comparing generation,
the Koldun’s generation is considered three lower (better), though this does not stack with any other
generation-lowering effects such as from Way of Blood (only the best is used).

Relentless Thoughts
The mind of the Koldun becomes a thing monstrous in its magnitude, a veritable mountain of thoughts.
A pebble rolling down here or there does nothing to diminish its whole. In non-perception related
mental challenges, you may use Relentless as your bid trait. This trait does not count toward totals
when resolving ties or overbids, but it can never be lost; thus, you may continually use Relentless in
successive challenges. Only if you are forced to bid additional traits – such as due to wounds or
Negative traits – do you risk losing any of your other mental traits.

Advanced

Supremacy
Gathering himself, the Koldun becomes a nearly unassailable bastion of mental reserve, turning his mind
into a crushing, entangling force to destroy any with the temerity to assault him. Any ability that
successfully touches the mind or emotions of the Koldun in any way (including Dominate, Presence,
Dementation, Telepathy, sorcerous contests of will, etc) initiates a battle of wills. Immediately upon use
of the power, and at the beginning of each round, make a reflexive, contested Willpower challenge
between the Koldun and the invader – the Koldun is considered the defender. The Koldun may retest
with Intimidation, the assailant may retest with Intimidation or Subterfuge, whichever is more
appropriate to the power (powers attempting to affect the target usually use Intimidation, those that
attempt to “read” are usually Subterfuge).

If the Koldun wins, the power has no effect this round and he inflicts two unsoakable levels of bashing
damage to the assailant. This damage bypasses Fortitude, as it represents the Koldun directly crushing
the psyche of his opponent.

If the assailant wins the Willpower challenge, he may either use/maintain his mental power OR escape
from the grasp of the Koldun’s mind and terminate the power’s effect on the Koldun. Even if the
assailant’s power has finished/succeeded, he must still engage in the challenge each round in order to
disengage from the Koldun’s mind and cease taking damage.

This power does function against area-effect powers. However, the user of the area-effect power may
reflexively decide to exclude the Koldun from the effect before engaging in the contest of wills, even if
the power may not normally be selectively targeted. This means the Koldun is unaffected by the power,
but the assailant does not risk damage/mental entrapment.

Way of Sorrow
From Kruchina, a goddess of mourning depicted as a perpetually weeping woman, to Likho
Odnoglazoye, the emaciated one-eyed hag who represented privation and suffering, the pantheons of
Eastern Europe brim with deities overseeing starvation, misery, misfortune, bitterness and death.
Whether the gods hear their names or the spirits merely attend their mention, a koldun who
understands the obscure Way of Sorrow can invoke the most dismal powers of the divine. This way pays
no heed to gods of revelry or plenty, only those whose attentions promise tragedy.

When you invoke any level of the Way of Sorrow, you spend one blood trait and make a Social Challenge
against your opponent (and use the Koldunism Ability for retests). Generally, if an effect lasts for a
number of turns, it takes effect as soon as you use it and lasts based on your turns—that is, if you invoke
a power on an enemy for one turn, it takes effect as soon as you finish the challenge and lasts until the
beginning of your next turn. Count based on full turns, not on actions, just in case you have multiple
actions in a turn (such as from Celerity).

The Way of Sorrow is in some respects more subtle than most Ways. No telltale sign accompanies its
use. However, if your enemy successfully overbids against you, you suffer the effects of your own
power for five full turns.

Basic

The Frustrations of Nestrecha


Named for the goddess of grief and failure, this power allows the koldun to rob an opponent of his
resolve. The koldun's stare saps the target's will to struggle. Although the victim is overcome with a
resigned pessimism or feelings of defeat, he can still take action to resist the koldun, including combat,
but only in a half-hearted or fearful way. He musters none of his usual passion or determination.
Make eye contact with your subject, and perform the usual expenditures for the Way of Sorrow (if you
have problems with people going to ridiculous lengths to avoid eye contact, you should look into
whatever solution you've opted for Dominate). If you best the target in a Social Challenge, then the
victim can't use any Willpower Traits to until your next turn. When your next turn comes, you may (as a
reflexive action) expend a Social Trait and test again to sustain the power against the opponent
(assuming it succeeded the first time); you don't need eye contact to maintain die power in this fashion.
Once you fail a successive Social Challenge or decide not to maintain the power, it ends immediately.

The Insults of Krivda


Any Fiend worthy of the name can spit out a telling insult. But with this power, Krivda — a goddess of
hatred and bitterness — ensures that the remark offends, enraging the recipient. In the Tzimisce-
Tremere conflicts of nights long past, koldun carried Krivda on their tongues, inciting their Usurper
opponents to frenzy. They preferred to deal with angry fangs instead of calculated Thaumaturgy. This is
a dangerous power to use, but it can unbalance a physically weak opponent who has access to powerful
Disciplines or could be used to embarrass a Cainite by causing him to frenzy in public.

Address your victim with some sort of offensive curse as you expend your blood and make your Social
Challenge. You must roleplay some form of insult and offense — if you do not, the power fails
automatically. Older Tzimisce might lay out positively Biblical-sounding curses, while young Tzimisce
could flay the ears with a gangbanger's lingo. If you perform appropriately and win the Social Challenge,
your target immediately flies into a rage and attempts to attack you. In his next turn, your victim must
make some sort of physical attack against you if at all possible. If the foe is a vampire who possesses the
Self-Control virtue rather than Instinct, he may spend a Willpower point to resist with a Self-Control
Virtue Test (difficulty of 4 Traits). If this fails, the target enters frenzy, which lasts at least five minutes.
Willpower may not be used to prevent frenzy from this power, only resist it as described above.

Intermediate

The Weeping of Kruchina


The glare of a koldun can make someone so miserable that they do nothing but cry. This power does
more than spill a few tears — it causes hysterical bawling, wailing and gnashing of teeth. Some
depressing notion overcomes the victim. Vampires might mourn their lost humanitas or the passing of
lovers who died long ago. Sometimes the source is more nebulous- koldun believe that it imparts the
collected sorrow of their demesnes' sickened soil.

Make your Way of Sorrow test against one opponent; if you win, the subject is overwhelmed with
misery and breaks into hysterical sobbing for two turns. Although the target might still be able to run
away, defend himself or the like, the concentration required for initiating any Mental or Social Challenge
becomes impossible. You may extend the power with additional reflexive Social expenditures and tests,
as described for The Frustrations of Nestrecha. Each turn that a vampiric opponent spends under this
power results in the loss of one Blood Trait due to copious weeping of vitae.
The Misfortune of Chernogolov
With a declaration that a person is doomed or destined fail, the koldun summons the attention of
Chemogolov—the silver-mustached god of misfortune — to her victim. Under Chemogolov's unlucky
gaze, he is hindered in everything he does. If he fails, he does so spectacularly.

When you call down The Misfortune of Chemogolov and speak an appropriately doom-saying phrase,
your opponent immediately suffers a two Trait penalty on initiating and resolving any challenge. Thus,
the enemy must risk at least three Traits just to enter any challenge and loses every additional Trait
risked on a failed challenge. Furthermore, the subject is more likely to fail any test due to the penalty
Traits. This is cumulative with injury or other penalties that inflict the victim.

Advanced

The Starvation of Marena


By invoking the wife of Kupala, the koldun summons the cold and starvation that is the domain of
Marena. A frosty gale blasts the victim and leaves him emaciated as if he had just survived the coldest
of winters. The frostbitten and starving victim clings to (un)life, usually in no condition to contradict the
koldun. The cold symbolizes of the passage of time in harsh conditions.

Invoke the name of Marena, and make your Way of Sorrow challenge against the victim. If you win, the
subject suffers two levels of unsoakable bashing damage (one in compressed scale) and, if a vampire,
loses one Blood Trait. Additionally, if you have more Social Traits than the opponent, your effect may be
more lethal: For every two current Social Traits that you have over your victim, score another two health
levels of damage and one Blood Trait loss. If your opponent has more Social Traits than you, there is no
penalty other than the possibility of an overbid.

Way of Storms
The Way of Storms is in a way a refined version of the Ways of Water and Wind, and calls upon
inspiration from many of the old Slavic pantheon. While its immediate applications are not always
evident, a creative Koldun can eke much advantage from being able to control the weather. While using
this Way, the Koldun’s eyes become orbs of shifting grey clouds, occasionally crackling with electricity.

Unlike most powers, there is not a single defined effect for most powers of the Way of Storms. Instead,
the Koldun spends a blood point and makes a Mental challenge against a static difficulty based on the
degree of change he desires. Multiple changes to the weather (from the first three levels of this way)
are possible for a single blood point; simply choose the changes desired and make a challenge for each.
Failure in any of these challenges means the power fails entirely.

Basic

Svarog’s Gaze
This power allows the Koldun to control the temperature of an area. Svarog was a fire god of the
ancient Slavic tribes – drawing his gaze heats an area, while averting it chills the surroundings. It takes
about 15 minutes to reach the desired temperature.
Effect Difficulty
Temperature +/- 10° F 5 Traits
Temperature +/- 15° F 6 Traits
Temperature +/- 20° F 7 Traits
Temperature +/- 25° F 8 Traits
Temperature +/- 30° F 9 Traits

At this level, the power can affect an area the size of small town. The changes persists for one hour plus
one hour per mental trait spent.

Stribog’s Breath
Stribog was the god of winds, sky, and air. This power lets the Koldun change the winds.

Effect Difficulty
Gentle Breeze (up to 5mph change) 6
Stiff Breeze (up to 15mph change) 7
Steady Wind (up to 30mph change) 8
Storm winds (up to 50mph change) 9
Change wind direction up to 15° 6
Change wind direction up to 30° 7
Change wind direction up to 60° 8
Change wind direction up to 90° 9

At this level, this power and earlier ones can affect an area the size of small city. The changes last for
two hours plus one hour per mental trait spent. If there is very little wind to start with, the Koldun can
choose the direction of the wind freely.

Intermediate

Milk of Dodola
Dodola is the goddess of rain and spring and the wife of Perun, god of thunder. When Dodola milks her
heavenly cows, the clouds, it rains on earth. Though phrased in terms of rain, this power controls all
forms of precipitation as long as the temperature is appropriate. Approximately 15 minutes are
required for precipitation changes to take effect.

Effect Difficulty
Summon/Dispel Fog 6
Start/Stop Light Rain 7
Start/Stop Heavy Rain 8
Start/Stop Torrential Downpour 9

At this level, this power and earlier ones can affect an area the size of large city. The changes last for
four hours plus one hour per mental trait spent.
Spear of Perun
Perun, the god of thunder, grants his spear to the Koldun. By spending a blood point, he can call down a
lightning bolt from the sky to strike any enemy he can see. This power does not work indoors (barring a
foe standing conveniently next to a window or under a skylight), and there must be at least some clouds
in the sky. The lightning bolt inflicts three levels of lethal damage, and stuns the target for a full round,
preventing any action.

Advanced

Podaga’s Wrath
Podaga, the god of weather, unleashes his fury at the command of the Koldun. By spending between
one and five blood points, the Koldun can summon a tornado. While he can choose the landing point of
the tornado, its movement is randomly determined after that, though by spending a Willpower trait and
making a mental challenge against 12 traits, the Koldun can attempt to steer it by 10 degrees.

Tornadoes summoned by this power are rated F1 – F5 depending on the number of blood points spent
on the power. Anyone caught directly in the tornado will suffer lethal damage per turn equal to the
rating of the tornado.

Way of Woodlands
The Tzimicse, in their remote retreats, have long been aware of the subtle power of the wilderness. The
dark, untamed forests of the past can find their way into the present through a Koldun’s use of this
power.

When using this power, the Koldun’s eyes turn a verdant green shot with black, meandering lines that
hint at roots or the veins in leaves.

Basic

Trackless Passage
A Koldun using this power can intuitively become one with the land surrounding him. By spending a
blood point and making a mental challenge against 7 traits, he will leave no tracks or trace of his
passage, nor will his speed be hindered by any sort of plant life or growth. This power will last for a full
night, but must be activated once per terrain type – if the Koldun moves from a forest to a savannah, he
must activate the power a second time. This power does not hinder tracking by scent.

This power is generally useful anywhere with vegetation. Deserts and arctic wastes are usually out of
the question, but swamps, grasslands, suburbs, city parks, and even kelp forests in the ocean succumb
to this Way’s influence.

Turn the Wheel


As Speed the Season’s Passing, pg 79, LoTN: Camarilla Guide. This power is not restricted by
environment as long as an applicable target is present.
Intermediate

Leshy’s Grasp
As Dance of Vines, pg 79, LoTN: Camarilla Guide. This power is not restricted by environment as long as
an applicable target is present.

Twisted Pathways
This power allows a Koldun to turn a tract of wilderness into a confusing, nightmarish landscape. After
spending one or more blood points, the Koldun reaches out and twists the land up to a full mile around
him. Anyone besides the Koldun who attempts to navigate this area must make a static mental
challenge against the Koldun’s mental traits every minute. Success means he proceeds toward his
destination. Failure turns him around and sends him off in a wrong direction. If multiple people are
attempting to travel together, those who fail are separated from the rest.

If a target wins three challenges in a row, he wins clear of the power and may reach his destination
normally. Should a target lose three challenges in a row, they are hopelessly confused and locked in the
power for the remainder of the scene, at which point they find themselves at a random point just
outside the affected area.

This power may only be used in a predominantly rural or wilderness area. Anything at least as densely
populated as city suburbs causes the power to fail. The duration of this power depends on the blood
expended, though the Koldun can dismiss it at will.

Blood Spent Duration


1 Scene
2 Until next sunset
3 Week
4 2 Weeks
5 Month

Advanced

Herding the Forest


As Awaken the Forest Giants, pg 80, LoTN: Camarilla Guide. Substitute Koldunism for Occult. This
power is not restricted by environment as long as an applicable target is present.

Koldunic Rituals
Published Rituals Chart
The following is a list of published rituals that are appropriate for Koldunism, and their source. Be sure
to substitute Koldunism for any appropriate ability retest normally indicated (usually Occult).
Ritual Level Source Page
Beast that Feeds on Dreams Basic Guide to the High Clans 189
Blood of Flame Basic Guide to the High Clans 190
Communicate with Sire Basic Guide to the High Clans 190
Craft Weirding Stone Basic Caine's Chosen 68
Defense of the Scared Haven Basic Guide to the High Clans 190
Deflection of wooden Doom Basic Guide to the High Clans 190
Enlightenment Basic Sins of the Blood 98
Hospitality Basic Guide to the High Clans 190
Invoke the Lesser Sign of Power Basic Guide to the High Clans 191
Mephistophelean Minx Basic Sins of the Blood 98
Reawakening Dead Water Basic Guide to the High Clans 190
Recure the Homeland Basic Sabbat Guide 131
Reflections Basic Blood Sacrifice 85
Revelation of Blood Lineage Basic Guide to the High Clans 190
Ritual of Death's Embrace Basic Guide to the High Clans 190
Rouse the Elemental Spirit Basic Guide to the High Clans 191
Service for Souls Basic Guide to the High Clans 190
Ward* vs. Ghouls Basic Laws of the Night: Revised 186
Withering Agony Basic Sins of the Blood 98
Beyond the Wall of Death Int Sins of the Blood 99
1
Conjure Lesser Demon Int Libellus Sanguinus 1 62
Dominion Int Player’s Guide to the Sabbat 120
Earth's Embrace Int Blood Sacrifice 86
Incubus Visage Int Sins of the Blood 99
Invoke the Greater Sign of Power Int Guide to the High Clans 191
Merging of Souls Int Guide to the High Clans 192
Pool of Secrets Int Guide to the High Clans 192
Raze the Lelek Int Sins of the Blood 99
Sentinels of the Haven Int Guide to the High Clans 192
Ties that Bind Int Blood Magic: Secrets of Thaumaturgy 133
Ward* vs. Cathayan Int San Fransisco by Night 130
Ward* vs. Fae Int Laws of the Night: Storyteller's Guide 72
Ward* vs. Kindred Int Camarilla Guide 113
Ward* vs. Lupine Int Camarilla Guide 113
Ward* vs. Vitae Int Laws of the Night: Anarch Guide 68
1
Conjure Greater Demon Adv Libellus Sanguinus 1 63
Create Revenant Line Adv Laws of the Night: Sabbat Guide 171
Create Vohzd Adv Guide to the High Clans 193
Elemental Savior Adv Sins of the Blood 100
Fury of the Night Sky Adv Guide to the High Clans 193
Gaze of the Gorgon Adv Blood Sacrifice 86
Nemesis of the Living Earth Adv Guide to the High Clans 193
Paper Flesh Adv Laws of the Night: Sabbat Guide 133
The Inmost Tug Adv Guide to the High Clans 192
Ward* vs. Demon Adv Camarilla Guide 114
Ward* vs. Ghost Adv Camarilla Guide 114
Ward* vs. Spirits Adv Camarilla Guide 114

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

1 – The relationship between kolduns and demons is an odd one. While it can devolve into pacts, investments, and so on, the rituals included
here are more or less “safe” for the Koldun, at least in the sense that it will not in and of itself cause infernal taint or corruption. That said, it
does afford the demon a chance to offer such gifts and tempt the koldun into a deeper relationship. Kolduns are advised to use caution,
especially if they find themselves summoning demons more than once a month or so. Such is often a sign of growing dependence.

MET Translations & Other Rituals


These rituals come from a variety of sources. Some are player made, some are adapted from other
WoD sources, etc.

Basic

Enlightenment
The koldun may attune himself to the spirits around him by casting this ritual. The Koldun can feel spirits
of the land around him for the duration of the ritual. The Koldun can tell the general type and location
of Spirits in the area that are not hiding. This power does not detect other things in the Umbra, such as
were-creatures. The effects of this ritual last for a week after its casting.

Invoke the Lesser Sign of Power


By invoking his element, a koldun may command spirits to lend their dominion. Mortals who behold this
sign respond in subservient fear. No blood is required for this ritual. If successful, the caster’s eyes glow
with elemental power appropriate to his highest rated Common Way. Whether they dance with flame or
shine as bottomless azure pools, any mortal who beholds the sign recognizes the unnatural power of the
vampire. Any mortal who can see the piercing radiant eyes are -2 traits on Intimidation challenges. This
effect lasts until dawn.

Withering Agony
By spending a blood trait and inscribing a glyph on a victim (and making a social challenge against her),
the koldun entices the spirit of a dying tree to enter into the body of the target. The target will visibly
sicken; his hair will begin to fall out, his skin turn ashen gray, rapid weight loss will occur, and a sickly sap
will ooze from his pores. The target loses two physical and two social traits for the duration of the
power, and suffers an immediate level of non-soakable lethal damage. Moreover, vampires spend two
blood points to awaken each night instead of one for the duration of this art. This power lasts for one
week.
Intermediate

Dominion
This ritual requires three hours of advance preparation, and prevents all uses of Animalism, Auspex,
Dementation, Dominate, and Presence within an area up to 500 square feet, except by the caster of this
ritual. Iron seals must be placed over all doors in this area; if one is removed or damaged, the ritual is
dispelled. Lasts one week.

Incubus Visage
By ingesting (and spending) the blood of a boar and eating a piece of the victim's skin, the koldun can
command a malicious spirit to inhabit and manifest in an offending target with a successful social
challenge. Thereafter, the target will manifests the negative appearance traits Repugnant X3, gains the
flaw Monstrous, and the flaw Eerie Presence for the duration of one week. This ritual may last for one
additional week by spending an additional willpower at its casting. This ritual must be cast on the night
of a half moon.

Invoke the Greater Sign of Power


With a successful casting, the koldun takes on the visage of his most favored element, as determined by
his highest-ranked way. If the koldun is equally skilled in multiple Ways, the Koldun must pick, upon
casting, which aspect of his Koldunism he wishes to highlight in this manner.

Those attuned to earth grow stony skin, cracked and pitted as by the wear of centuries. Their footfalls
resound heavily and their voices grate with slow implacability. Koldun attuned to air appear to blur
along every outline, surrounded by spiraling winds and constant meaningless whispers... Water marks
its masters with a wet sheen and footprints of mud. Fire lends a ruddy hue to the skin and the distortion
of heat waves rising perpetually from the caster’s body. Spirit’s mark is most subtle, a vague sense of
otherworldly power and the flicker at the edge of peripheral vision as of a host of invisible beings
thronging about the caster. Regardless of cosmetic effects, this ritual makes all Koldunic Sorcery easier.

The elemental attunement makes other tasks more difficult, however, as the caster is too focused on
mystical matters to pay full attention to his surroundings. The mechanical effect of this fixation is a
reduction of all Koldunic casting difficulties by 2 Traits and the increase of all other challenges by one.
This transformation also intimidates mortals as a Lesser Sign of Power. The effects of this ritual last until
dawn.

Merging of Souls
The koldun can command the various spirits to inhabit a ghoul, thus providing extra prowess to the
ghoul. Each blood point spent on this ritual (used to "mark" the ghoul) binds a spirit into the ghoul, and
each such bound spirit increases the ghoul's physical traits by one. The ghouls can be quite enhanced by
this power, to a maximum of 18 traits. However, each trait after the third gives the ghoul a derangement
and the negative social trait "bestial" or "repugnant", and the ghoul will be difficult to control due to the
number of conflicting personalities that possess it. This art lasts for a number of nights equal to the
number of social traits spent when activating this art. Note that this power turns mortals into inanimate
objects for the duration of the power, and will not work at all on other supernatural creatures.

Pool of Secrets
Wise koldun keep regular watch on their servants and allies, ever wary of treachery and deception. This
ritual aids in such endeavors, providing a mystical means of spying unseen. The koldun skims his hands
over a pool of brackish water without touching the surface. If the ritual succeeds, ripples shake and clear
the water, unveiling a present image centered on a targeted person or place. The koldun must have
spoken with the target person or visited the target place previously. If targeting a location, the view may
not change once the vision unfolds. The maximum duration that can be spent scrying a specific target is
a number of hours equal to the number of blood traits spent towards this end. If the koldun releases the
vision, he may return to it during the duration with another pass of the hand.

Refuge of the Thirsty Grave


Observation of Gangrel led to the creation of this useful ritual, permitting its own form of earth-melding
as an escape from the sun’s hateful rays. Upon successfully casting this ritual, the koldun sinks into the
soil as per the Protean power Interred in Earth. This power’s use has no upward duration, however.
Instead, the earth drinks one point of the Cainite’s blood each day until his player makes a successful
Physical Challenge against 6 traits to awaken and dig free in a shower of dirt. The koldun may attempt
escape any time, though not more than once per hour.

Seizing the Land's Wealth


The Tzimisce voivodes were long masters of their domains, but even they might find they lack the
necessary natural resources to fulfill all their desires. Ruling by strength and fear cowed the peasants,
but did little to lure commerce. For that, a voivode could either send lackeys outside of his lands to fetch
what was needed, or he could entice others to enter. And nothing worked quite so well for enticement
as the treasures that lay under their feet.

In the beginning of the evening, the Koldun bleeds into a chalice or bowl full of salt, then plants the
mixture in fertile soil with his own hands. At midnight, he must dig up the patch of ground, and if the
ritual is successful he will find a small trove of treasure commensurate with his sacrifice. The exact form
varies but typically consists of nuggets of pure gold, cut gems, and other such highly valued materials.
The value of these items equals a single month of income from Resources equal to the blood spent on
the ritual.

This wealth comes with a caveat, however. It is tainted from the touch of greed and the foul spirits who
dredge it to the surface for the koldun. After a month, anyone in possession of the wealth begins to
experience misfortune, small things at first that gradually escalate over the next month or two. The
ultimate severity of this bad luck depends on how much of the treasure is kept together - holding on to
one month worth of Resources 1 will likely cause only minor (if constant) inconveniences, while
stockpiling a month's worth (or more) of Resources 6 will eventually be quite dangerous, possibly even
deadly. The koldun is not immune to this effect - he should divest himself of the treasure as quickly as
possible.
A Koldun who regularly attempts to seize the wealth of the land will find it less and less responsive. This
ritual may not be performed more than once per month, and for each consecutive month it is used, add
two to the final blood cost. This penalty goes down by one blood per month the ritual is unused.

The Unblinking Eye


This ritual was developed by kolduns specializing in the Way of Spirit. It takes advantage of mystical
methods of sensory perception forged by others. This has only one effect, but it is quite profound. For
the duration of the night, any form of mystic observation of the Koldun automatically forges a
connection back along the same path. This typically applies to various forms of scrying, but also works
with Astral Projection and other means of mystic observation.

Mechanically, this means that anyone observing the koldun through mystic means is immediately
noticed by the koldun and can be perceived as if they had entered his Way of Spirit ‘domain.’ The koldun
can sense the scryer and the immediate area around them (generally a room, or ten yards if a hard
number is required). The koldun may utilize his other Ways to affect the scryer as per normal, based on
his proficiency in the Way of Spirit. This penetrates even warded or mystically defended areas, since the
“hole” in the defenses has already been made by the person scrying. However, if the scrying link is
broken, so too is the koldun’s perception and ability to affect the area in question.

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

Ties that Bind


If the Koldun spills her own blood over the soil, and then ingests the soil, she effectively gives herself
one bonus trait in each category that may only be used for challenges involving Koldunic sorcery. This
lasts for the next three nights. This ritual may only be used once every three nights.

Advanced

Fury of the Night Sky


Applying fury magnified by blood and will, a koldun may project the full measure of his anger into the
night sky. Churning gray clouds blot out stars and moon, unleashing spiraling gusts and a driving
downpour of freezing rain. Lightning arcs overhead, each thunderous flash casting jagged shadows.
With a successful activation test and at least one point of Willpower and one point of Blood, a koldun
may conjure a terrible storm. It takes six hour for the clouds to gather and thicken overhead, minus one
hour for additional Willpower spent. If this results in duration less than one, the clouds blossom outward
from directly overhead like a black canopy, filling the sky in mere minutes. Once the clouds form, the
rain begins to fall in torrents and the lightning begins. The storm persists at full strength for one hour
per blood point expended. It gradually dissipates during the hour following that.

During the peak of its fury, the storm may cause flooding and certainly chills any exposed mortal to the
bone (one level of unsoakable bashing damage every five minutes of full exposure). Lightning strikes
regularly — far more than a usual storm. Indeed, a koldun may direct lightning at a foe. This requires
the player to spend one Willpower point and win a mental vs. physical challenge against the target. A
successful strike inflicts 3 levels of aggravated damage. Only one such attack may be made each turn.

Gaze of the Gorgon


The koldun may transform a captive victim into a stone statue. This ritual requires the expenditure of
two blood traits, and a third, to be force fed to the victim, who must be present for the entirety of the
hour-long ritual. The koldun then engages the target in willpower vs. willpower challenge. If the Koldun
succeeds, the target becomes a stone statue. For mortals, this is permanent, although kindred will
revert to their natural form after one year. When a kindred reverts back to its normal state it must make
a Self Control test vs. 5 traits or frenzy.

Indomitable Earth, Untouchable Sky


This ritual draws upon the infinite strength of the elements, allowing the Koldun to channel a portion of
them. It lasts a full night, and has two effects.

The Koldun never automatically loses on ties for any reason - wound penalties, contesting against
Advanced Potence/Celerity, etc. This does not mean the Koldun automatically wins on ties, but rather
that he is always entitled to compare traits. Also, the Koldun may spend a Willpower point for a retest
on any challenge.

The Inmost Tug


Unlike other rituals, this ritual requires no blood expenditure. The Koldun engages a target in a social
challenge. If she succeeds, the Koldun may intensify the feelings of a blood oath. Love may be turned to
lust, or refined to fraternal devotion. The blood oath may even be warped into abject fear, resentment,
or even hatred.

Elder (Level 6)

Bastion of the Overlord


Territory is of utmost importance to all Tzimicse, especially the Koldun. But the more territory one
controls, the harder it is to prevent outside interference in that control.

The Koldun can only perform this ritual on an area that could reasonably be considered his territory (ST
discretion). Upon completion of the ritual, any magic or supernatural power attempting to cross the
border of his territory is blocked. This can include scrying of any sort, astral projection, attempting to
place a curse on the area, even something as simple as attempting to throw a fire bolt across the border
at the Koldun. Any power up to Advanced is automatically blocked. Anything more powerful initiates a
battle of wills as the attacker challenges the will of the Koldun (contested Willpower challenge).

Any hostile magic directed against the Koldun within this territory that does not cross the border may
still function, but the Koldun receives a free retest against it, and is always entitled to a challenge to
resist.
Drowning in Earth
The Tzimisce’s connection to the land clearly influences this Koldunic curse. The magician commands
the spirits of the land not to bear up the target of the curse. For the victim, earth and stone are no
longer solid. Instead, they act like quicksand. A victim remains safe so long as she stays on wood, metal,
plastic, cloth, or other substances (anything worn or handheld by the victim is affected by the curse as
well). Brick and concrete count as stone for purposes of this curse. The victim cannot push through
walls because the curse operates only in the “down” direction. Up or to the side, earth and stone
remain solid. A victim can fall through stone floors until he reaches ground level.

A victim who keeps his head can attempt to slowly “swim” to safety through yielding earth or stone.
This requires total concentration: The victim can take no other action, and must make a physical
challenge against 11 traits each turn. Success means he moves one foot laterally. Otherwise, the victim
sinks one foot per turn. Once the earth closes over a victim’s head, he cannot “swim” back to the
surface.

The Protean power of Earth Meld partially counters this curse. A Cainite using Earth Meld can stabilize
his position in the ground and can return ot the surface normally. The character must remain melded,
however, if he wants to avoid sinking into the earth again. Indeed, for the curse’s duration, the victim
can perform Earth Meld in solid stone or concrete – but if the curse ends before the victim frees himself,
he is trapped in stone with no way out.

The ritualist makes a series of mental challenges against 9 traits to cast this ritual, until one challenge
fails. Each success causes the curse to last one day, to a maximum number of days equal to the
Koldun’s permanent willpower.

Master (Level 7)

Imbued Vessel
While Kolduns are not as known for sorcerous knickknacks in the same way as the Tremere, those tools
they have are very powerful. This incredibly powerful ritual allows for the creation of such items. The
raw essence of the elements and koldunism is distilled and forced into a form of the Koldun’s choosing.
It is important to note that these items are not fetishes – there is no spirit inside them.

The power of these items must still follow the guidelines of Koldunism. To reiterate, that includes
elemental/nature/territory based effects, spiritual effects, metamagical effects (magic that affects other
magic), personal empowerment, and things that fit under the umbrella of ‘folk magic’ (curses/hexes,
divination, etc).

The specifics of these items should be handled at storyteller discretion. However, the absolute
minimum power level of one of these items should be equivalent to a Level 5 fetish, and most will be
substantially more powerful. This ritual is not suitable for the creation of small to moderate tools.

Items created by this ritual do acquire something of a low-level sentience. They develop an affinity for
their creator, but tend to be malevolent to anyone else who uses them. This effect can be quite
dangerous, as such items can turn on their wielder, and many are canny enough to wait for the most
inopportune moment. If the item is created for another person specifically the Koldun can mitigate this
effect, but unless the intended recipient is of the Koldun’s own blood, the item will at best begrudgingly
tolerate the wielder. With some items this simply means the item failing to operate at inopportune
moments. With those that reflexively activate or otherwise have some form of independent operation,
orders and situations will not necessarily be interpreted in the best light possible, proving even more
dangerous.

A Koldunist may only create a number of items with this ritual equal to his permanent willpower. If an
item is destroyed, it no longer counts toward the Koldunist’s limit. A Koldunist can destroy any item he
created with an hour of dedicated concentration, regardless of distance, separation, or other
countermeasures.

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