Ways of Koldunic Sorcery

The Way of the Spirit

The Koldun are, if nothing else, masters of their surroundings. This is no more

so evident than in their ability to manipulate the spirit realms. Koldun may switch their

perception to the spiritual realms, gaining insight and understanding of their

surroundings. This is different than Auspex, and should not be considered merely

another way of seeing those things hidden.

This power is exceptionally difficult to translate from the book Blood Magic into

LARP terms, in part because it is extremely difficult to role-play through a vampire

knowing about everything going on in up to a five mile radius. For this reason, like the

disciplines of Celerity, Potence, and Fortitude, this path has been modified from its

original form. Every effort has been made to maintain both the feel of the power and

playability.

One of the abilities Way of the Spirit allows is for a Koldun to "watch" events in

another locale. A set distance is given with each level of power; the Koldun may view

alternate locales within the given distance as if she were there. She may not, however,

listen; the Koldun may "see" the events, but not hear them. The books state that the

koldun "feels" events, and storytellers are encouraged to attempt to maintain this "feel"

in game.

A second ability that the Koldun has is that she may never be surprised by

anything in the radius of effect. All rules for surprise in combat are nullifed by this

power; the Koldun must be informed of the attacks so that she may react accordingly.

Ranged attacks that originate outside the radius of influence are unaffected by the Way

of the Spirit.

Way of the Spirit does allow a Koldun to activate other Koldunic paths from a

distance of up to the radius given, but only of an equal level. Thus if the Koldun knows

the first intermediate level of Way of the Spirit, she may use other Koldunic paths up to

first intermediate within her sphere of effect.

The Way of the Spirit costs one willpower to activate, and may be maintained for

one scene per willpower spent. To pierce any of the disciplines and powers listed

below requires a static social vs. mental challenge. Initiating challenges during the

duration of this art does not cost any additional willpower. Using other koldunic paths

with this power still require their willpower activation costs.

Basic

50-foot radius

The Koldun may "see" through such sight altering powers as Obtenebration and

Chimerstry and other sense-altering powers. Note that Horrid Reality and the discipline

of Dementation affect the mind, not the senses, and are thus not countered by

knowledge of Way of the Spirit.

100-yard radius

At this level, the Koldun may pierce the illusion offered by Obfuscate. This

applies to all levels of Obfuscate below Mastery, and is not handled as per Auspex vs.

Obfuscate. The Koldun may simply make a static social vs. mental challenge to pierce

the Obfuscted targets.

Intermediate

Quarter mile

At this level, Koldun begin to pierce the barriers that divide the realms. The

Koldun may now pierce the near Umbral realms, and are now capable of seeing those

in psychic projection and astral form. This requires the same challenge as the other

arts of this path.

1-mile radius

The Koldun may now pierce most of the Umbral realms; indeed, only the furthest

of the realms escape her notice. She may now detect Umbral spirits and shapeshifters

who have traveled into the Umbral realms. Only the most distant of realms (such as

Arcadia and the Horizon realms) are beyond her.

Advanced

5-mile radius

At this level, the Koldun is utterly aware of her surroundings. She may peer into

the deep Umbral realms, including the Shadowlands, where she may see wraiths and

Necromancers who are traveling in the lands of the dead. Again, the challenge is a

static social challenge vs. the target's mental traits.

 

The Way of Earth

The power of the ancient Tzimisce came from the earth, from the rich Carpathian

soil. It is said that the Eldest left the first city before its fall, sequestering himself in a

land rich in magic that would be his own. His childer in turn gained his power, but at a

price; they were forever bound to the land; they chose the land over their brethren, and

from then until now the land still calls out to them.

One of the most powerful paths of Koldun is the Way of the Earth; Tzimisce

learned long ago to tap into the power that bound them to the soil. This is powerful

magic, magic that can seriously weaken, or strengthen, an opponent.

It should here be noted that the Way of Earth requires a physical challenge to

activate in addition to the expenditure of a willpower trait. The Koldun must be in direct

contact with the earth for these powers to be used. When using the Way of Earth, the

Koldun's eyes change to brown and patches of stone ripple across the Koldun's skin.

Basic

Soil Silhouette

The Koldun can cause the earth to rise up and immobilize anyone 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. 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.

Unearthly Stamina

The Koldun may spend a willpower trait and gain two stamina traits for the

duration of the scene. These traits only last for one scene, and may only be used for

the sake of absorbing damage. The Koldun gains the ability to soak Aggravated

damage for the scene as well.

Intermediate

Soil of Death

The Koldun can cause the very earth to swallow a target up, hopelessly trapping

her within the soil. The Koldun spends a willpower and makes a physical challenge

against her target. If successful, the target is sucked into the ground, up to her head.

Thereafter the target is trapped unless they can win a static physical challenge against

the Koldun's physical traits. Mortals, ghouls, and creatures that still must breathe will

risk a level of lethal damage each round trapped beneath the earth from suffocation;

this damage may be soaked.

Root of Vitality

The Koldun must spend a willpower trait to activate this power, but no challenge

is made; the target must relent. The target is pulled into the earth up to her neck, where

the rich soil will slowly heal her wounds. For each round that the target remains

underground, she heals one wound level. Aggrevated wounds are more problematic,

and require a blood trait to be spent by the target per aggrevated wound level. The

target may leave the ground at any point she chooses.

Advanced

Dracula's Restless Soul

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 willpower

trait, but the expenditure of a physical trait per level of effect (see below). All those

within the area of effect 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; such damage

may be soaked or dodged as appropriate. Nevertheless, the effects should be felt very

much by all those present, and storytellers are encouraged to announce the dramatic

affects 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 Half a city block

5 Full city block

 

The Way of Fire

The Tzimisce Koldun were masters of the elements, and this in no way was more

visible than in their control over the elements. The Way of Fire was the least known of

the Koldunic paths, due in large part because it was the least accessible of the

elements. It is even debated where the Tzimisce first learned this path. Some claim

that they were taught the path by members of the Order of Hermes, perhaps House

Flambeau. Others think that maybe there was a forgotten breed of the Tzimisce that

lived in a more volatile climate. Certainly there is proof of a family of the Fiends living in

India, caught up among the Hindu population. Perhaps these fire dancers first

discovered how to harness such terrible forces.

This is one of the most powerful and destructive of the sorcerous paths.

Storytellers are advised to keep careful wraps on this one. The path given here is

based upon that presented in Blood Magic: Secrets of Thaumaturgy, but like the Way

of Spirit has been modified to fit in a live-action setting.

The Ways of Fire require a social challenge to be made against a target, who

may bid physical traits if possible to dodge the effects. These arts, like the rest of

Koldun, require the expenditure of a willpower trait. When employing the Way of Fire,

the eyes of the Koldun turn a brilliant orange. Note that the nature of the art protects

the Koldun from her own arts, but not the arts of other Koldun.

Basic

Shatter

The Koldun spends a willpower trait and a number of social traits, and points at

an object. The object will superheat and combust, either bursting into flame or

shattering instantly. The size of the object determines the number of social traits that

must be expended by the Koldun: one trait for a small object (ie. A book), two for a

medium sized object (a chair), and three traits for a large objects (a motorcycle).

Objects up to the size of a car cannot be affected by this power. Living beings (and

vampires) cannot be affected by this power.

Rouse the Molten Rock

The Koldun summons a small amount of molten lava to bubble up from the

earth's core. The Koldun spends a willpower trait, and one social trait per round that

the magma remains superheated. While heated, the magma does 3 levels of

Aggravated damage per round to that which it comes in contact with. The magma

begins to cool once the Koldun quits fueling it with social traits, losing a level of

Aggravated damage each round. Only a small amount of magma appears (about

enough to fill a bathtub), and it tends to flow downhill.

Intermediate

Gates of Magma

The Koldun spends a willpower trait and a social trait to call up a ring of magma

ten feet tall that surrounds the Kodlun. The ring of magma can be maintained for two

rounds per social trait spent. Any vampires attempting to approach the wall of magma

must succeed in a courage challenge 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. Normal mortals need not make the courage check,

but do need to spend a willpower trait if they intend to pass through the magma.

Heat Wave

The Koldun summons a gust of superheated air that blasts her opponent. She

spends a willpower trait and makes a social challenge against her target, who resists

with a physical challenge. If the Koldun succeeds, the target takes 3 levels of lethal

damage from the superheated air. Kindred also lose three blood traits as the vitae

evaporates from their system.

Note - This power has been modified from its original format in Blood Magic, and

has been placed on a level of power on par with the Tremere Thaumaturgical power of

Cauldron of Blood.

Advanced

Volcanic Blast

The Koldun can summon a fiery blast of magma to erupt from the earth in a rainy

torrent that showers down upon all within twenty feet. All those within the radius suffer

three levels of Aggravated damage. The magma will flow thereafter and continue to do

three levels of Aggravated damage each round it lasts, which is one round per social

trait spent by the Koldun. The magma cools at a rate of one less level of Aggravated

damage per round.

 

The Ways of Wind

The Way of Wind is one of the more common paths Tzimisce Koldun of old

learned; while not all Koldun had access to water, fire, or even earth, all had access to

the winds of the world whipping through their demesnes with fury and potence.

This path was of incredible use to the Tzimisce, both in controlling their own

lands and in repelling invaders, whether mortal or their dread enemies, the

Thaumaturges of Clan Tremere.

The Way of Wind requires mental challenges be made (when necessary) and

the expenditure of a willpower trait. When using the Way of Wind, a gust of wind whips

up around the Koldun, and her eyes turn a pale blue color.

Basic

Winds of Guilt

The Koldun can afflict a target with whispering voices that only the target can

hear. These voices plague her for the duration of the art, whispering to her greatest

sins and all the terrors a Koldun could afflict on the person. At the cost of a willpower,

the Koldun engages her target in a mental challenge. If she succeeds, the target is

considered down two courage traits, to a minimum of one, whenever she is in the

presence of the Koldun. This lasts for the duration of the night. The effect will last for

one night, and one additional night per mental trait spent. Combined with the Way of

Spirit, the power can have effective range. The target will be aware of who she is

afraid of.

Biting Winds

With the expenditure of a willpower 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.

Those attempting to 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

severly limited, and everyone loses a "step" per round movement.

Intermediate

Winds of Lethargy

The Koldun spends a willpower trait and summons a harsh wind that

encompasses an entire 200-foot radius (roughly one building). All those within must

succeed in a static physical challenge (vs. the Koldun's mental traits) or halve their

physical traits for the remainder of the scene due to the extreme lethargy that

encompasses them. They also suffer a one step per combat round movement penalty.

This art lasts for two rounds per mental trait spent on the power.

Traveling the Winds

The Koldun may spend a willpower trait and allow the winds to carry her off.

She moves at a blinding 250 mph, and will reach her destination within a scene.

Anything over 250 miles away is beyond the range of this power. This art must be used

outside, for the Koldun can maneuver while flying, but not enough to survive the insides

of a building. To others, the Koldun will suddenly blur and be gone.

Advanced

Body of Zephyr

The Koldun must spend a willpower trait to activate this art. It takes one full

round to activate, thus the round the willpower is spent is not the round the Body of

Zephyr may be used. The Koldun becomes intangible and indistinct, and may now walk

through walls and crowds effortlessly, and may double her movement rate (6 steps per

combat round). She may only use other Way of the Wind arts; no other disciplines may

be used by the Koldun while in this form. The Koldun may remain in Zephyr form for as

long as she chooses.

 

The Way of Water

The Way of Water may have been the rarest of the Koldunic paths in ancient

nights, for most Tzimisce lived in the Carpathian mountains and had little use for a path

of sorcery that concerned the little occurring element of water. This is not to say that it

was completely foreign; many a voivode found the use of this powerful path invaluable

when defending their castles, provided they had a moat or river nearby. Moreover, the

children of Bylebog in the Lithuanian lands and the Obertus of Constantinople had

ample access to the watery depths of the seas, rivers, and swamps.

The path of water indelibly marks its practitioner. The Koldun spends a

willpower point, and 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 the mists above the water to swirl into a threedimensional

illusion. This requires a static mental challenge (difficulty determined by

the storyteller, based perhaps on the amount of water available). 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.

Watery Solace

Unlike other Koldun powers, this art neither costs willpower 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

Water Walk

Quite simply, the Koldun spends a willpower trait and a mental 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 mental traits spent to activate this art.

Watery Minions

The Koldun spends a willpower trait to activate this power, and a mental trait per

watery minion summoned. For each mental trait, one creature is summoned. The stats

of the minion should be determined by the storytellers. Bashing damage will not harm

them at all, although fire does an extra two points of damage. The creatures may leave

the confines of the water, but only follow the most basic of commands.

1Advanced

Doom Tides

The Koldun can create a mighty whirlpool with the expenditure of a willpower

trait and a mental trait. The whirlpool is assumed to have 15 physical traits; each

additional mental trait spend increases the strength of the whirlpool by five traits.

 

The Way of Blood

Although the Tremere claim to be the masters of Thaumaturgy, they are by no

means the first to discover it. Whether it was the Cappadocians, the Setites, the

Assamites, or the Tzimisce is unknown, although the Koldun most certainly have an

opinion. Most curious is the wide usage of the Path of Blood; the Assamite Viziers and

the Tremere Thaumaturges have this path in addition to the Koldun's. All three claim to

have developed it first, and although the path is quite similar for all three groups, it is

still different enough that they find themselves working under completely different

systems.

Things get even more curious when you throw the mages of House Tytalus in.

Tytalus was a group of wizards in the Order of Hermes that declared war on the

neighboring House Tremere at one point, even going so far as to ally themselves with

the Tzimisce. It is interesting that nearly a thousand years later House Tytalus has

reversed its stance, begging the Order of Hermes to readmit House Tremere. The

stories say that House Tytalus taught the Tzimisce a few things...

Be that as it may, the Koldun's claim to have practiced Blood Magic as long as

they can remember, for they define it as one of the six cardinal elements. The Blood is

Life, and they deal with it as they would any other element; they consider it no more

central to their existence than the other elements, for unlike the Tremere the Koldun do

not put as heavy an emphasis on Blood as they do on exercising one's will over her

surroundings.

As such, like the other Koldunic paths, the Path of Blood requires the

expenditure of a willpower trait for each spell. Moreover, all challenges made are

physical challenges, for the Koldun's see the Blood of Life as the Strength of reality.

When using the Way of Blood, the Koldun's eyes will turn blood red.

Basic

A Taste for Blood

With the expenditure of a willpower trait and a static physical challenge (difficulty

equal to the physical traits of the target), the Koldun may determine a piece of

information from a taste of the target's blood, such as generation, the amount of blood

in a target, or such.

Blood Rage

The target grabs her opponent with a physical challenge and spends a willpower

trait. If she does grapple her target, she may force the target to spend a blood trait

(even beyond her generational limit) as the Koldun sees fit.

Intermediate

Blood of Potency

The Koldun may temporarily lower her generation for a scene, effectively

mimicking the Methuselahs and elders of the clan. The Koldun must spend a willpower

trait for each generation the Koldun will drop, to a maximum of three. This lasts for one

scene, and is especially useful for purposes of Dominate and blood expenditure. The

Koldun's eyes remain blood red for the duration of this art.

Theft of Vitae

The Koldun spends a number of physical traits equal to the amount of blood she

wishes to steal (to a maximum of three) and one willpower trait. After this expenditure,

the Koldun engages her target (from afar) in a physical challenge. If the Koldun wins,

the target loses a number of blood traits, equal to the amount of physical traits spent.

This blood rushes across the distance and is absorbed into the Koldun, quite visible to

those around.

Advanced

Cauldron of Blood

The Koldun may engage her target in a physical challenge and spend a

willpower trait. If the Koldun wins, she may spend up to three physical traits to cause

the target's blood to boil and do one aggravated wound to the target per physical trait

spent.

The Obscure Paths

There were initially many more paths of Koldunism than the six elemental paths,

but sadly the arts were lost through the long nights. But with the resurgence of the

kolduns as the premier mages of the Sabbat, koldunism is making a comeback, and

new paths are being discovered (or rediscovered) nightly. Clanbook Tzimisce prints

the most common of these obscure paths, the Way of Sorrow, which is not reprinted

here (as it is already presented in that book in a live-action format). Other paths must

be worked out with the storytellers, but should not be given out frivolously; they are

obscure for a reason.

 

Koldunic Rituals

Unlike the Paths of Koldunic Sorcery, the Rituals of Koldunic Sorcery do in fact

require the expenditure of a blood trait per level of the ritual (unless otherwise noted).

In this they function like Thaumaturgical Rituals. The following is a list of the Koldunic

Rituals found in the White Wolf books.

Note that many of these rituals are quite powerful and players may in fact want

to perform many of them nightly. Storytellers should be kept aware of this, and modify

the available blood pool of Kolduns accordingly.

Basic

Hospitality

(Libillus Sanguinus 1 pg. 62)

The Sorcerer can summon the local spirits to inhabit and possess the furniture

and belongs of the Koldun. The possessed objects may speak, and will develop unique

personalities, often to suit their form. They are, however, incapable of any movement,

and serve merely for information, companionship, and warning. This ritual must be

performed nightly.

Reawakening the Dead Water

(Blood Magic pg. 133)

The Koldun may drip one blood point into a source of water, and then ingests

that water. The Koldun then regains a point of willpower. This ritual takes a half-hour

to perform and may only be performed once per night. The Koldun may never exceed

her maximum willpower rating.

Ritual of Death's Embrace

(Transylvania by Night pg. 142)

The Koldun may draw out the embrace of a mortal. Each night the Koldun drains

the target of one to three points of blood, replacing it with an equal amount of her own.

The target will slowly sicken, and the embrace will creep upon her. The ritual is

complete when the target finally has ingested ten points of blood and is buried

underground. Upon emerging, the childe will be a vampire. If at any point during the

ritual the sire is destroyed, the ritual is cancelled and the target reverts to normal.

Enlightenment

(Sins of the Blood pg. 98)

The koldun may attune himself to the spirits around him by casting this ritual.

For the duration of the night the koldun is up two traits for the purpose of dealing with

any elemental spirits (such as casting the level three ritual Conjure Lesser Demon).

Mephistophelean Minx

(Sins of the Blood pg.98)

The koldun feeds a number of blood traits to a cat (or a number of cats).

Thereafter the cat will seek out sleeping children and "steal" their essence, which is

mystically transferred to the koldun as willpower points throughout the night (one point

per blood trait invested). The willpower traits so gained must be spent that evening, for

they will dissipate at sunrise. Children drained so three nights in a row will die from a

loss of essence.

Reflections

(Blood Sacrifice pg.85)

The Koldun may "steal" an artifact from a location, and then perform this ritual

over the stolen object sometime during the next twenty-four hours. The koldun will then

be able to fully examine the "room" that the object came from, even looking behind

curtains and in desk drawers. The object must be primarily natural (i.e. wooden pencils

count, but not plastic ones). Each object may only ever be used once for this ritual.

This ritual lasts for a number of minutes equal to the number of willpower traits the

koldun has.

Service For Souls

(Sins of the Blood pg. 98)

The koldun spends a point of blood and entices the local spirits to attend her,

following which she attempts to entice them into servitude to her by binding them to her

very body. Each extra blood trait spent binds a spirit to her; such entities are not

physical, but may manifest visibly and audibly, and make excellent spies and

emissaries. As long as the spirit servitor is bound, the blood trait offered to the spirit

remains inert within the body of the koldun and may not be used for any purpose.

Once the spirit is released, the blood is again available to the koldun.

Withering Agony

(Sins of the Blood pg. 98)

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 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

Conjure Lesser Demon

(Libillus Sanguinus 1 pg. 62)

This power is a bit of a misnomer, for it doesn't actually summon demons, but

rather Umbral spirits. The Koldun summons a spirit, and can "bind" it to servitude if she

can convince it to drink a point of her blood. Otherwise the demon is free to negotiate

and bargain at will. The Koldun may maintain a number of sworn demons equal to her

intimidation traits. Even when sworn, the demons still retain freedom of will, although

they will be favorably disposed towards the sorcerer. Similar to the ritual Service for

Souls, this art does not require that the "permanent loan" of a blood trait to the spirit.

Raze the Lelek

(Sins of the Blood pg. 99)

The koldun excises the spirit of an object permanently, thus causing the object

so affected to be destroyed instantly, turning to dust and falling apart almost instantly.

The effects of this power are permanent, and even modern objects such as telephones

may be affected (although living beings may not). The number of blood traits spent is

based upon the size of the object.

1 trait - a fountain pen

2 traits - a cell phone

3 traits - a television

4 traits - a sofa

5 traits - a small car

Ties That Bind

(Blood Magic pg. 133)

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

Koldunic sorcery. This lasts for the next three nights. This ritual may only be used

once every three nights.

Beyond the Wall of Death

(Sins of the Blood pg.99)

By spending a blood point and chanting over the body of a recently slain (but not

diablerized) koldun, the caster summons the soul of the deceased. The summoner may

then convince the koldun to teach it one of the arts of koldunic sorcery, either one level

of a path or one ritual. Only one power is taught, and the summoner must know that

the deceased had the specific power taught. The experience must still be paid for the

art, but the deceased will act as a mentor just long enough to pass on the teachings of

a specific art before journeying to the lands of the dead.

Incubus Visage

(Sins of the Blood pg. 99)

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 manifest

a number of negative appearance traits, gaining the flaw of the Nosferatu vampires

(unable to initiate social challenges), will lose all appearance related social traits, and

gain the flaw Eerie Presence for the duration of about two weeks. This ritual must be

cast on the night of a half moon, and lasts until the next half moon. The target also

gains a number of "bestial" or "repugnant" traits equal to the number of social traits the

koldun spends, to a maximum of five.

Merging of the Souls

(Sins of the Blood pg. 100)

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.

Earth's Embrace

(Blood Sacrifice pg.86)

This ritual allows a Tzimisce to avoid their clan's curse, if but for a night. Cast

within an hour of dawn, the Tzimisce may substitute the local soil for her native soil,

thus gaining a good night's sleep. This ritual lasts for one day, and may only be

performed once per week. Two blood traits and one willpower trait must be spent for

this ritual to succeed.

Advanced

The Inmost Tug

(Libillus Sanguinus 1 pg. 62)

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.

Conjure Greater Demon

(Libillus Sanguinus 1. pg. 63)

This power is identical to the Conjure Lesser Demon ritual, save that a Greater

Spirit of the Umbra is summoned. It may not be bound and retained, and must be

completely bargained with. Many Koldun are hesitant to use this power for obvious

reasons.

Elemental Savior

(Sins of the Blood pg.100)

By spending four blood points, the koldun entices one the spirits in his command

(via Service for Souls, Conjure Lesser Demon, etc.) to take on physical form, thus

becoming an elemental. The spirit will cause available material to form into a body for

it, but will lose a level of creative intelligence, obeying only simple one sentence

commands. Such elementals will last one night before their body will revert to its

original form and the elemental will return to the spirit plane. In days of old the

Tzimisce found that golems of rock and tree were useful, but modern koldun have

discovered that concrete and stainless steel golems are quite impressive.

Gaze of the Gorgon

(Blood Sacrifice, pg. 86)

The koldun may transform a captive victim into a stone statue. This ritual

requires the expenditure of two bllod 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 a 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 (usually coming out in a blood frenzy).

Create Revenant Line

(Laws of the Night: Sabbat Guide, pg.171)

While it says that this is an advanced thaumaturgy ritual, the origin of the

revenant families predate the Tremere, and the live-action books are notorious for

referring to koldunism as "Tzimisce Thaumaturgy", but it is rather obvious what this

refers to. Specifically, this is a series of four advanced rituals that all must be learned

separately. They are:

Stimulation of the Male's Essence

Stimulation of the Female's Essence

Protection of the Revenant Essence

Perfection of the Revenant Essence

Rules for these rituals may be found in the live-action guide to the Sabbat.