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.