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  Koldunic Sorcery 1.1 
   
  Page 2 
  Written by: Dan Maschmeier 
   
  26 Jul 00 
  Koldunic Sorcery 
   
  Long before the blood magics of the Tremere 
  appeared, the Tzimisce wielded the mystical art of 
  Koldunic Sorcery.  Unlike the arcane paths of 
  Thaumaturgy, Koldunic Sorcery is a spiritual magic 
  that manipulates the elements of nature.  From the 
  magically rich and diseased soil of their ancestral 
  demesnes, the Tzimisce drew demonic power.  Now, 
  through the proper rites of contrition and binding, a 
  koldun 
  can 
  summon 
  forth 
  the 
  elemental 
  correspondences that shape natural forces.  
   
  The specific ways of this spiritual magic were 
  often taught to novice koldun based on their regional 
  settings.  For example, though the Ways of Spirit and 
  Fire were universal, the Way of Wind was known only 
  among koldun residing in the Carpathian Mountains.  
  The Way of Water was predominantly practices by 
  koldun who made their havens near bodies of water 
  like the Black Sea, the Plain Lakes and rivers of the 
  Danube, Somes, and Arges.  The Way of Earth was 
  common among koldun residing in the flatlands and 
  plateaus of Eastern Europe. 
   
  In tonight’s world, only a few, very ancient 
  Tzimisce practice Koldunic Sorcery.  These surviving 
  koldun are extremely territorial, rarely surfacing long 
  enough to make their presence know, and prefer to 
  keep to themselves, surrounded by ruins of once-
  mighty castles and manses.  With the mysterious 
  disappearance of the Tremere antitribu, knowledge and 
  philosophy of Koldunism is more frequently shared 
  with anyone willing to learn of its existence, and has 
  begun to spread among the ranks of the Sabbat’s 
  youth.  Some suspect that enterprising Fiends have 
  leaked a bit of their wisdom to the sect in order to 
  keep the old ways in practice.  More cynical Sabbat, 
  though, believe that a clever Cainite or pack managed 
  to steal a few secrets from a lax Tzimisce and passed 
  them on to whoever wanted to learn. 
   
  System:  Koldunic Sorcery consists of five basic 
  elemental ways and several rituals, and is learned in a 
  system similar to Thaumaturgy.  A character’s base 
  Koldunism Trait dictates how well she may learn the 
  ways of the magic, and each dot earned in the 
  Discipline Koldunic Sorcery also earns the character 
  another dot in the way of her choice.  Obviously, this 
  bonus dot may not be allocated to a way that would be 
  rated higher than the character’s knowledge of 
  Koldunism and the character may never know more 
  ways than she has dots in Koldunic Sorcery.  For 
  example, a koldun already knows Way of the Spirit and 
  Way of Fire, she may not learn a third path unless she 
  has three or more dots in the Koldunic Sorcery or if a 
  character has level two Way of the Spirit, she may not 
  attain level three without having three or more dots in 
  Koldunism.  Kindred intent on learning Koldunic 
  Sorcery must also study the unique Knowledge of 
  Koldunism.  For a character to invoke the powers of 
  Koldunic Sorcery a player must make an appropriate 
  Attribute (governed by the way in question) + 
  Koldunism roll (difficulty 4 + the level of the power).  
  The attributes for the five basic elements involved 
  with Koldunic Sorcery are Charisma for Way of Spirit, 
  Stamina for the Way of Earth, Perception for the Way 
  of Wind, Wits for the Way of Water and Manipulation 
  for the Way of Fire.  Unlike Thaumaturgy, there is no 
  primary path that must be learned; any of Koldunic 
  Sorcery’s ways are accessible at the standard cost of 
  paths, provided the koldun can find a teacher or 
  suitable text. 
  Storytellers are advised that this is a 
  rare form of spiritual magic, and that characters are 
  unlikely to have access to it unless they are part of the 
  Sabbat or otherwise have reason to research 
  Koldunism.  Players must keep in mind that Koldunic 
  Sorcery has only just begun to circulate within the 
  Sabbat; it is a certainty that a member of the Camarilla 
  New Knowledge 
   
  Koldunism 
   
  This new Knowledge measures a Kindred’s 
  familiarity with the philosophies of Eastern 
  European animism.  A koldun’s player rolls this 
  Ability when invoking the power of magic.  Each 
  level also bestows a more in-depth 
  understanding of this spiritual magic and the 
  manipulation of the natural elements. 
  � 
  Student: Knowledge of major spirits 
  and placations. 
  �� 
  College: You know much of the old 
  ways and are recognized as a koldun. 
  ��� 
  Masters: You rank among the most 
  powerful of the present-night 
  koldun. 
  ���� 
  Doctorate: The spirits quake when 
  you are angry. 
  ����� Scholar: A potent and eldritch 
  master of the spirits of the land. 
   
  Possessed by:  A few young Sabbat; 
  Tzimisce (and old ones at that) 
   
  Specialties:  Philosophy, Ritual, Lore, and 
  Relations with Spirits. 
  
  Koldunic Sorcery 1.1 
   
  Page 3 
  Written by: Dan Maschmeier 
   
  26 Jul 00 
  or of the independents isn’t going to be searching out 
  this art, if she is aware of it at all. 
   
   
  The Way of Earth 
   
  Ancient koldun hospodar rulers once claimed 
  sovereignty over the lands of Eastern Europe, 
  manipulating the magically rich chernozem – “black 
  earth” – to invoke their power and instill fear in their 
  boyars and peasants.  Now, the young koldun of the 
  Sabbat beckon the spirits of the Western soil and 
  derive their powers of the Way of Earth from natural 
  surroundings.  When a koldun employs a power of this 
  way, her eyes change color to walnut brown and her 
  skin ripples with small patches of stone. 
   
  � Soil Silhouette 
   
  A koldun invoking this power has the ability to 
  command dirt to rise up from the ground and crawl 
  up the legs of an individual.  The soil rises up very 
  quickly and, as it passes above a victim’s knees, 
  renders him immobile. 
   
  System:  Success on the activation roll causes he 
  dirt anywhere within a 100-foot radius of the invoker 
  to roil and crawl up a victim’s legs; the dirt ends its 
  ascent about halfway between the knees and hips.  
  Unless the subject can score five success on a Strength 
  + Survival roll (difficulty 6), he remains trapped in 
  place by the Soil Silhouette for a number of turns 
  equal to twice the successes the player scored on the 
  activation roll. 
   
  �� Unearthly Stamina 
   
  A koldun invoking this power temporarily borrows 
  the earth’s resilience, lending him stamina.  Some elder 
  Tremere of Eastern Europe reminisce on the 
  frightening capacity for pain their rival koldun could 
  withstand when invoking Unearthly Stamina.  Sabbat 
  koldun often use this power to prove their mettle 
  during the ritae. 
   
  System:  After spending a Willpower point and 
  making a successful Stamina + Koldunism roll 
  (difficulty 6), the player may add two temporary 
  Stamina dice when soaking damage.  These can be 
  included in the soaking of aggravated damage.  This 
  effect lasts for one scene. 
   
  ��� Soil of Death 
   
  By invoking Soil of Death, a koldun commands the 
  spirits of the ground to drag a target below the soil, 
  incapacitating him.  This is often appears as the roots 
  of trees or the ground itself rising to grasp the victim.  
  Once buried up to his neck, a victim finds it 
  increasingly difficult to breathe as he feels the weight 
  of the earth crushing his chest. 
   
  System:  Roots issue forth from the ground and 
  wrap themselves around the legs, ankles and waste of a 
  victim, pulling him underneath the earth.  For every 
  success a player scores on a Stamina + Koldunism roll 
  (difficulty 7), the victim remains trapped underground 
  for one turn.  Mortal and ghouls will have a very 
  difficult time breathing due to the prolonged pressure 
  from compact earth, and must make a Stamina roll 
  (difficulty 7) or suffer one level of lethal damage for 
  every turn they spend entombed in the earth.  At the 
  end of being entombed, the character must still dig 
  himself out of the ground, which could result in 
  further Stamina rolls.  The earth simply released its 
  grasp of the victim; it will not spit him out. 
   
  ���� Root of Vitality 
   
  Many healers believed that burying a person in the 
  ground would allow the rich soil to purge him of his 
  ailments.  This power allows the koldun to draw any 
  person into the ground up to the neck to heal grievous 
  wounds. 
   
  System:  With the expenditure of a Willpower 
  point, the koldun commands the soil to pull a person 
  down into the ground in order to heal his  wounds.  A 
  character must remain underground for one turn per 
  health level healed.  All damage a character suffers can 
  heal in this manner including aggravated wounds, 
  though the injured party must spend a blood point per 
  aggravated would level that he desires to heal 
  (assuming the wounded character may do so).  During 
  this time of healing, the subject is helpless and unable 
  to perform any other actions. 
   
  ����� Dracula’s Restless Soul 
   
  Peasants whisper silent prayers to protect 
  themselves from the unusual tremors that sometimes 
  shake the Carpathian Mountains, which they believe to 
  be the spirit of Dracula waking from centuries of 
  slumber.  In truth, this odd seismic activity is the result 
  of koldun calling upon the dormant wrath of the 
  blighted land.  When invoking this power, a koldun 
  creates a large earth tremor capable of shaking the 
  foundations of a city block. 
   
  System:  With the expenditure of a Willpower 
  point and a successful Stamina + Koldunism roll 
  (difficulty 9), a player enables her character to cause 
  the earth to shake violently.  Each success she scores 
  increases the radius of the quake; victims within the 
  
  Koldunic Sorcery 1.1 
   
  Page 4 
  Written by: Dan Maschmeier 
   
  26 Jul 00 
  area of effect suffer 10 dice of lethal damage.  Cars, 
  RVs and small houses suffer substantial damage and, 
  at the Storyteller’s discretion, may be destroyed 
  altogether.  Buildings three stories and higher, such as 
  apartment complexes and office building may sustain 
  some structural damage, but this supernatural tremor 
  is not strong enough to cause them to crumble and 
  fall.  This tremor lasts for one turn. 
   
   
  1 success 
  One structure 
   
  2 successes Five structures 
   
  3 successes A residential street 
   
  4 successes Half a city block 
   
  5 successes A full city block 
   
  The Way of Wind 
   
  Tzimisce lords to protect their Eastern European 
  lands once manipulated a second avenue of Koldunic 
  Sorcery, the Way of Wind.  Invoking these powers 
  granted them the ability to control the element of crivat 
  to suit their whims and master the air they once 
  breathed in their mortal days.  People of Eastern 
  Europe, especially in Romania, name these types of 
  unnatural winds the koldun manipulate - people of the 
  west call the winds Austru, or the Black Winds, while 
  residents of the south name them the Great Winds or 
  the baltaret.  When a koldun invokes a power of this 
  way, her eyes change color to sky blue and gusts of 
  wind breeze all about her. 
   
  � Winds of Guilt 
   
  Ancient koldun hospodars invokes Winds of Guilt as 
  a means of ensuring loyalty in their boyars without the 
  need of a blood bond.  This power caused a wind to 
  gust around these boyars that sounded to them like 
  whispering voices, telling of the horrors that would 
  befall them and their families should they betray their 
  voivode.  These voices would slowly warp the minds of 
  these men, and only when this sorcery waned would 
  they regain their coherence.  Afterward, the boyars 
  were so afraid of the consequences of betrayal that 
  their loyalty to their master was unswerving.  Koldun of 
  the Sabbat enjoy invoking this power during ritae 
  before feeding, reveling in the mixture of adrenaline in 
  the blood on a vessel stricken with terror. 
   
  System:  With a successful Perception + 
  Koldunism roll (difficulty 5), a koldun invokes mystical 
  winds that plague a victim.  The target is convinced 
  that he hears voices whispering of his most evil deeds 
  (Storytellers are encouraged to improvise on the 
  content the whispers a victim hears).  When in the 
  presence of the koldun, the target loses two dots of 
  Courage (to a minimum of one).  Each success the 
  koldun's player scores increases the duration of this 
  power. 
   
  1 success 
  one scene 
   
  2 successes one night 
   
  3 successes one week 
   
  4 successes two weeks 
   
  5 successes one month 
   
  �� Biting Winds 
   
  The koldun creator of this power attempted to 
  invoke a wind as chill as the air atop the Carpathian 
  Mountains.  They noted the pain their victims endured 
  as there bodies' temperatures dropped until the very 
  blood froze in their veins.  A koldun invoking this 
  power had a much easier time of ridding his land of 
  undesirables by plaguing them with bone-chilling 
  gusts.  Modern Sabbat koldun invoking this wind 
  sometimes refer to its effects on victims as the "meat 
  locker."  A koldun invoking Biting Winds uses a very 
  cold breeze to swirl around in an area of his choosing.  
  As the wind increases in speed, the wind chill factor 
  drops the temperature until anyone within the affected 
  area find it too uncomfortable to remain. 
   
  System:  After the player spends a Willpower 
  point and rolls Perception + Koldunism (difficulty 6), 
  the character summons forth a freezing cold wind.  
  When Biting Winds first takes effect, a cold breeze 
  blows in a 100-yard radius.  Little by little, the winds 
  gust faster and much colder.  This continues until the 
  wind blasts a stabbing chill difficult for anyone to 
  tolerate.  Those affected lose two dice from Dexterity 
  dices pools and are reduced to half movement.  
  Anyone attempting to enter this area must first spend 
  a Willpower point and suffer a soakable level of 
  bashing damage from the extreme cold. 
   
  ��� Winds of Lethargy 
   
  Although these winds do not induce immediate 
  sleep in a victim, prolonged exposure to this 
  supernatural gale causes extreme exhaustion and 
  fatigued movement.  Targets caught in Winds of 
  Lethargy smell a bittersweet smoke in the air.  
  Individuals also claim that the wind feels like many 
  intangible hands persistently rubbing their muscles to 
  relaxation. 
   
  System:  The player rolls Perception + 
  Koldunism (difficulty 7) and spends a point of 
  Willpower.  If the roll is successful, the koldun creates a 
  wind that induces extreme lethargy within a 200-foot 
  radius, remaining for two turns per success she scores 
  on the invocation roll.  People caught in this gust of 
  air must make a Stamina + Survival roll (difficulty 8) 
  
  Koldunic Sorcery 1.1 
   
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  Written by: Dan Maschmeier 
   
  26 Jul 00 
  or are reduced to halving all dice pools that involve 
  physical actions (actions such as breathing and 
  blinking are innate and, therefore unaffected, though 
  the storyteller should emphasize their laboriousness).  
  Additionally, this fatigue reduces the movement rate 
  of its victim by half for one full scene. 
   
  ���� Traveling Winds 
   
  A koldun employing this power moves at 
  incredible speeds by riding along the winds.  The 
  voivodes of nights past often appeared in each of their 
  boyars' homes and to the villagers of their lands, 
  instilling fear in the peasants and terrorizing them to 
  fealty.  Koldun undertaking these outings could travel to 
  most, if not all of their boyars and villages in a single 
  night's time.  During the Dark Ages, peasants under 
  the rule of a koldun rarely rebelled against their master, 
  fearing a personal appearance and, as a result, her swift 
  punishing wrath.  A koldun's body becomes almost 
  ethereal while she moves along the wind, disappearing 
  into a blurry outline of her physical self and re-
  materializing in a similar fashion. 
   
  System:   A koldun journeys along the currents of 
  the wind after the player spends a Willpower point and 
  successfully rolls Perception + Koldunism (difficulty 
  8).  With a successful invocation of this power, a 
  koldun's body blurs in a gust of wind, moving through 
  the air at 250 mph, though not directly affecting how 
  fast the wind blows.  This effect must be invoked 
  outdoors; though she can avoid all obstacles outside, 
  the koldun lacks the control to maneuver through a 
  building of any kind and risks slamming into walls, 
  doors and people at this high speed.  This power lasts 
  for one scene, after which the koldun re-materializes at 
  his destination from her blurry shape back to her 
  normal physical self. 
   
  ����� Body of Zephyr 
   
  A koldun dissolving into Body of Zephyr blends 
  into the air, maneuvering through the smallest of 
  cracks.  The koldun's body retains its basic shape, 
  though it is too ephemeral and transparent for 
  onlookers to make out any physical details. 
   
  System:  It takes a full turn for a koldun to invoke 
  this transformation, after a successful Perception + 
  Koldunism roll (difficulty 9) and the expenditure of a 
  point of Willpower.  In Body of Zephyr, a kouldun 
  moves at double her movement, though she cannot 
  take any physical actions.  Other powers of the Way of 
  Wind may be used in conjunction with Body of 
  Zephyr by spending an additional Willpower point at 
  their activation; no other Discipline powers may be 
  manipulated while in this form.  A koldun may remain 
  in this transformed state indefinitely, though she can 
  return to his original form after one full turn of 
  concentration. 
   
  The Way of Water 
   
  This way was practiced primarily among koldun 
  with havens near some sort of water source, from the 
  Plain Lakes to the Black Sea.  With their powers, these 
  koldun confounded many Turkish invasion attempts 
  along the Danube River, sinking their ships and 
  drowning them under mystical riptides.  When 
  employing the powers of this way, a koldun's eyes 
  change color to vivid, almost glowing aquamarine. 
   
  � Pools of Illusion 
   
  Travelers have told tales of receiving warning of 
  future events, cries for help, and even divine 
  intervention from spirits that manifested themselves 
  from a water source.  Water spirits have been 
  recounted the world over, from river cannibals to the 
  lovely mermaids and Lorelei that beckoned men to 
  watery deaths.  Even King Arthur received his prized 
  sword Excalibur from such a spirit of water, known as 
  the Lady of the Lake. 
   
  At this beginning level of the Way of Water, a 
  koldun has the ability to create a three-dimensional 
  illusion along the surface of a water source.  Koldun 
  during the modern nights sometimes invoke this 
  power of illusion to prey on the superstitions of the 
  mortal world. 
   
  System:  The player makes a Wits + Koldunism 
  roll (difficulty 5) in order to create an illusion of her 
  choosing.  The illusion can speak and walk, but it is 
  intangible and cannot leave the boundaries of water.  
  This phantom image lasts for one round per success 
  scored on activation, after which it will slowly 
  dissipate. 
   
  �� Watery Solace 
   
  Should a koldun desperately need shelter, from 
  enemies or the rising sun, she may opt to sink below 
  the cool, dark, protective waters.  As the vampire 
  walks into a source of water, she sinks below its 
  surface, protected by the magic of the liquid.  Though 
  a koldun can immerse herself into nearly all water 
  sources, she cannot move around within it; water 
  currents mystically avoid the koldun's dead body at her 
  original interring point. 
   
  System:  The player must accumulate two 
  successes on her Wits + Koldunism roll (difficulty 6) 
  to successfully submerge the character in the water.  
  
  Koldunic Sorcery 1.1 
   
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  Written by: Dan Maschmeier 
   
  26 Jul 00 
  The amount of water must be at least a foot in depth 
  and as large as her body for a koldun to rest there.   
  This power acts like the Protean Discipline power of 
  Earth Meld; after invoking Watery Solace, a vampire is 
  completely is completely concealed from the rays of 
  the sun.  Those looking straight down into the water 
  where the koldun melds may make a Perception  + 
  Alertness roll (difficulty 8).  On a successful roll, they 
  catch a glimpse of the slumbering koldun and can 
  attempt to attack or rouse her. 
   
  ��� Water Walk 
   
  No longer bound by the laws of physics, a koldun 
  has the ability to walk along the fluid surface of water.  
  So long as she invokes this power, the vampire may 
  walk along the water's surface as if it is as solid as 
  earth. 
   
  System:  The koldun may walk across the surface 
  of water for a number of scenes equal to the number 
  of successes the player scores on a Wits + Koldunism 
  roll (difficulty 7).  This does not prevent the creatures 
  of the seas or lakes (or any body of water the koldun 
  traverses) from interacting with her.  The storyteller 
  may find it appropriate to have dolphins torment her 
  or a hungry shark could surprise the vampire and take 
  a bite at her from beneath.  It is also possible that 
  individuals in boats, fishermen, or even people 
  swimming in her general vicinity may spot the koldun. 
   
  ���� Watery Minions 
   
  The koldun of the Middle Ages often invoked 
  these minions from the moats surrounding their 
  castles to deter the marauding Turks.  These servants 
  are comprised completely of water, ascending from a 
  watery source.  Once primed by this power, the 
  minions follow only very simple instructions from the 
  koldun, though they do so without hesitation.  Some of 
  the Turks surviving raids on a koldun's keep told stories 
  of weirds, dragons, and dire wolves roaming around 
  the armalisti castles. 
   
  System:  The player spends a point of Willpower.  
  For every success he scores on a Wits + Koldunism 
  roll (difficulty 8), one Watery Minion rises from its 
  source and forms into any shape the koldun desires.  
  The Storyteller determines appropriate Traits as well as 
  the number of health levels for these minions if they 
  have the ability to attack and defend.  As they are 
  composed of water, bashing damage does not slow the 
  minions, though fire related attacks gain an extra two 
  dice of damage.  All of these Watery Minions last for 
  one night. 
   
  ����� Doom Tides 
   
  Many Turkish ships lie below the Black Sea, 
  destroyed by mighty whirlpools invoked by koldun.  
  Victims fight to keep themselves afloat or else find 
  themselves sucked into whirling tides, suffocating until 
  they can swim free from this vortex.  Some of 
  tonight's koldun entertain themselves by creating 
  swirling riptides in pools to surprise late-night 
  swimmers. 
   
  System:  The player spends a Willpower point 
  and rolls Wits + Koldunism (difficulty 9) to create a 
  whirlpool.  For every success she scores, the width of 
  the maelstrom increases by 10ft.  Doom Tides have a 
  base Strength of 15; this Strength increases by 
  increments of five for each success the koldun scores 
  beyond the activation roll.  Victims must make a 
  Strength + Survival roll (difficulty 8; Potence adds 
  successes) in order to pull free from the riptide.  This 
  effect remains for once scene. 
   
  The Way of Fire 
   
  Ancient koldun created the Way of Fire by first 
  manipulating the molten magma that exploded from 
  volcanoes found throughout Eastern Europe.  Then 
  they evolved their control over the fiery liquid earth to 
  the point of invoking their own unique effects that 
  would not necessarily occur during volcanic activity.  
  Koldun who possess the power of the way of Fire in 
  the modern nights are feared simply for their capacity 
  to destroy so much in a short amount of time, just as a 
  volcano can eliminate life on entire islands within a 
  day.  When invoking any of the powers of this way, a 
  koldun's eyes glow a feverish orange. 
   
  Note: 
  At 
  Storyteller’s 
  discretion, 
  Kindred 
  observing these powers in use may be overtaken by 
  Rötschreck (with the exception of the koldun, of 
  course). 
   
  � Shatter 
   
  In a small demonstration of power that is inherent 
  of the Way, a koldun invokes the air about an object to 
  increase in temperature until the object combusts. 
   
  System:  The player makes a Manipulation + 
  Koldunism roll (difficulty 5).  The koldun must have a 
  target object in his line of sight before he can cause it 
  to Shatter.  Once this power is invoked, the heat 
  around the target object intensifies until the object 
  spontaneously combusts.  The Storyteller may make a 
  soak roll for the object to see if it does in fact Shatter 
  (determined by the size or quality of an object: three 
  dice for a small or shoddy object, five for an average-
  sized object and seven dice for a large or well crafted 
  
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  26 Jul 00 
  object.  Anything the size of a car cannot Shatter, as it 
  is too large).  The object must accumulate five 
  successes over three soak rolls (difficulty 5), or it will 
  Shatter.  This power cannot be used on living beings 
  or Kindred.  If the character spends a Willpower 
  point, the object will explode (at the Storyteller's 
  discretion).  Depending on the object, it will not 
  explode with enough force to do damage unless you 
  decide to do it to a canister of Gasoline, etc. 
   
  �� Rouse the Molten Rock 
   
  The koldun can now cause magma to bubble up 
  from the earth's core and slowly ooze its way along the 
  ground.  Although there is not a substantial amount of 
  lava present, the magma burns through nearly 
  everything it comes in contact with.  The molten fires 
  slowly work their way along tree trunks, spread from 
  bottom to top floor of a house and may even eat 
  through a metal door. 
   
  System:  Only enough magma to fill a bathtub 
  boils up through the ground, though it causes a victim 
  to suffer three health levels of aggravated damage.  
  Each success the player scores on the Manipulation + 
  Koldunism roll (difficulty 6) keeps the lava 
  superheated for one turn.  It oozes along the ground 
  in any direction the koldun desires, but at a slow-as-
  molasses rate.  When the duration of this power 
  expires, the magma instantly cools, creating a small 
  slab of solid rock. 
   
  ��� Gates of Magma 
   
  The koldun invokes molten rock to bubble up 
  from the ground in a circular ring, 10 feet high.  The 
  flow of lava is constant, creating a makeshift wall of 
  superheated rock around the koldun.  So long as this 
  power remains in effect, it is nearly impossible for 
  individuals to traverse the Gates of Magma with out 
  causing themselves severe bodily harm.  It takes 
  mighty resolve for a person to even approach the wall, 
  as it gives off heat that causes grievous burns. 
   
  System:  After spending a Willpower point, every 
  success the player scores on the Manipulation + 
  Koldunism roll (difficulty 7), the seething hot lava will 
  continue to surround his person for two turns.  
  Individuals who attempt to penetrate the Gates of 
  Magma must first make a Courage roll (difficulty 8).  If 
  successful, they can continue to approach the heated 
  barrier but suffer one health level of lethal damage - or 
  aggravated damage if so affected by fire.  Failure to 
  succeed on this Courage roll translates into the mind 
  succumbing to its instinctual defense of self-
  preservation; a second attempt to penetrate through 
  the barrier requires the additional expenditure of a 
  Willpower point.  Anyone physically touching the 
  Gates of Magma suffers three health levels (not dice) 
  of aggravated damage. 
   
  ���� Heat Wave 
   
  The koldun acts as a conduit for steam geysers and 
  evokes a blast of dehydrating air, withering and 
  desiccating an opponent. 
   
  System:  The player spends a Willpower point 
  and rolls Manipulation + Koldunism (difficulty 8).  
  The vampire calls up hydrogen sulfide from the 
  Earth's mantle and blasts a target.  Mortal victims 
  suffer five health levels of lethal damage as their 
  bodies dehydrate.  Vampires react similarly and also 
  suffer five health levels of lethal damage, which they 
  may soak.  Kindred also lose five blood points that 
  evaporate from the body (regardless of their soak roll), 
  resulting from the extreme heat of this gas.  Note that 
  this may send some Kindred into frenzy or torpor. 
   
  ����� Volcanic Blast 
   
  At this mastery level of the Way of Fire, a koldun 
  commands lava to explode from the ground in a huge 
  stream.  The molten rock spray in a large arc then 
  moves in small rivers in every direction, burning, 
  melting, and destroying most everything in its path.  
  Cars melt in these rivers, trees catch fire, and burn to 
  the ground, and houses erupt into flaming infernos in 
  the wake of devastation. 
   
  System:  This power is not subtle.  Lava erupts 20 
  feet into the air from the underground with the 
  expenditure of a Willpower point and a successful 
  Manipulation + Koldunism roll (difficulty 9).  For 
  every success the player scores, the lava continues to 
  explode from underground and move in rivers in all 
  directions for one turn.  Anything coming in contact 
  with this molten rock suffers three levels of aggravated 
  damage per turn (soakable only with Fortitude).  
  Storytellers must decide how long objects remain 
  intact after coming in contact with the lava before they 
  ignite or dissolve.  Once this power expires, the lava 
  will cease its eruption and all of the magma will 
  quickly cool, trapping objects remaining within the 
  river stream in a thin sheet of rock. 
   
  The Way of Spirit 
   
  There resides a single force, an essence, which 
  encompasses all things in nature.  The ancient koldun 
  manipulating this path mystically tapped into this 
  essence and, as a result, they gained insight and minor 
  control over their surroundings.  Oftentimes, the 
  
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  koldun wielded this way in conjunction with other 
  powers of Koldunic Sorcery.  Many also protected 
  themselves by invoking this way before entering their 
  havens, to preempt attempts on there unlives.  
  Tonight's koldun invoking the Way of the Spirit 
  procure 
  a 
  similar 
  outcome 
  as 
  their 
  ancient 
  predecessors, creating a bond between themselves and 
  the spirit of the land.  When invoking this way, a 
  koldun’s skin appears paper white and her eyes charcoal 
  black. 
   
  � Ears of the Spirit 
   
  By listening briefly to passing spirits, a koldun may 
  gain an insight of what might come.  This power 
  enables a koldun to predict the outcome of an event.  
  She will know by listening whether or not the outcome 
  of any event will be favorable to herself or someone 
  else. 
   
  System:  This power cannot fortell the future, it 
  can only provide and insight or instinct of what might 
  come as a result of an event.  The player rolls 
  Charisma + Koldunism (difficulty 5).  With one or 
  two succeesses, the character will know whether or 
  not an event will turn out favorably for the character.  
  With more successes, the character may be able to get 
  more details about the event or be able to discern the 
  outcome of events not directly affecting the koldun. 
   
  �� Eyes of the Spirit 
   
  This power allows a koldun to see past the barrier 
  to the spirit world.  Koldun can either see through the 
  Gauntlet to see into the Umbra or through the Shroud 
  to see into the Shadow Lands.  Both realms may not 
  be seen at once, nor may the koldun affect or be 
  affected by anything in either of those realms though 
  the spirits of the realm she is seeing into can see her.  
  What the koldun sees, superimposes itself over the top 
  of the physical world and she may communicate with 
  the spirits of the realm she is seeing into.  This does 
  not provide an understanding of the spirit's language, 
  it more or less acts as a universal translator. 
   
  System:  By rolling Charisma + Koldunism 
  (difficulty 6) the character may see through either the 
  Gauntlet or the Shroud.  She can see into her chosen 
  realm for as long as she wishes but receives a +2 
  difficulty to all perception-based rolls due to the 
  overlapping affect. 
   
  ��� Awareness of the Spirit 
   
  All followers of Koldunism have an inherent tie to 
  the land and the spirits of the land.  This level of 
  mastery allows a koldun to take advantage of the tie to 
  see what is around.  This path is quite often used in 
  conjunction with other paths to produce the same 
  result while the koldun remains at a safe distance. 
   
  System:  The player spends one Willpower point, 
  then rolls Charisma + Koldunism (difficulty 7) to 
  activate the powers of this way.  This power lasts for 
  one scene per success scored.  The koldun can "feel" 
  out and gain an awareness of everything within a five-
  mile radius.  The player must roll Perception + 
  Alertness (difficulty 9) to attempt to focus on a single 
  thing, to identify it, or identify its general intentions 
  whether it is hostile, curious, etc. 
   
  A koldun can invoke other powers of Koldunic 
  Sorcery that she knows in conjunction with the Way 
  of the Spirit, though only at a lesser or equal power 
  level at which she knows the Way of the Spirit.  No 
  other Disciplines can be used in conjuction with this 
  power. 
   
  This power also confounds the use of the 
  Discipline of Obfuscate. 
   
  ���� Hands of the Spirit 
   
  Ancient koldun have been known to have in their 
  possession very strange and unique items.  Sometimes 
  these items aren't from this world; they are from the 
  spirit lands.  This power allows a koldun to breach the 
  Gauntlet or the Shroud and pull an item from that 
  realm.  Anything the koldun can carry can be forced 
  from another realm. 
   
  System:  This power still does not allow the 
  koldun to affect the Umbra or the Shadow Lands.  The 
  koldun must first activate Eyes of the Spirit.  By then 
  spending a permanent point of Willpower, the koldun 
  may pull one item across the Gauntlet or Shroud.  
  This item must be able to be lifted by the koldun.  The 
  koldun may not push something into another realm; 
  she can only pull things from them into hers. 
   
  ����� Body of the Spirit 
   
  This power allows the koldun to become as 
  intangible as a ghost.  All that remains visible of the 
  koldun is a hazy outline.  While in this form, the koldun 
  can travel unhindered through all obstacles, even walls 
  and floors, as if they do not exist though she may not 
  pass through unworked earth.  Wind and gravity also 
  do not affect her however fire and sunlight inflict 
  double damage.  Also, the koldun's movement rate is 
  halved, she can not be affected by anything physical, 
  and can not affect anything physically except by using 
  Movement of the Mind. 
   
  System:  The player must spend a Willpower 
  point and gain at least one success in a Charisma + 
  
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  Koldunism roll (difficulty 9) to activate this power.  
  Every success allows the koldun to remain in this form 
  for one scene.  The transformation to Body of the 
  Spirit takes one turn.  A koldun may remain in this 
  transformed state as long as her successes allow or 
  cancel the affect at any time by concentrating.  The 
  transformation from Body of the Spirit also takes one 
  turn. 
   
  All Disciplines and powers work as normal while 
  in this form as long as they do not require physical 
  contact, do not require a physical body, and are not 
  higher than her level in the Discipline of Koldunic 
  Sorcery.  All stealth rolls are reduced by a difficulty of 
  two while in this form due to her translucent state and 
  defiance of the law of gravity while all perception rolls 
  made against the koldun are raised by a difficulty of 
  two for the same reasons. 
   
   
  Advanced Koldunism 
   
  As the koldun progresses in her study of 
  Koldunism, she learns that there is more in the world 
  than her and the spirits of the land.  She learns of the 
  natural evolution of the world from something 
  primordial and basic to a world of infinite knowledge 
  and possibilities.  She learns that there is something 
  greater than the basic elements and paths of 
  Koldunism and sees that power, evolution, and 
  knowledge can come from the plants and natural 
  world around her to the patterns of the weather and 
  even from the very blood that courses through her 
  veins to the thoughts that allow her to be. 
   
  This further understanding allows for expanded 
  control over these elements and also teaches that as a 
  man evolved into a vampire so to can the vampire 
  evolve into something else.  This does not teach that 
  being evolved is reason for arrogance as there are 
  things that are evolved beyond the koldun, but like the 
  human to a dog, it is a reason to take care over those 
  that she watches.  This philosophy strengthened the 
  purpose and control the koldun had over his land in 
  the ancient days.  One would be wary to approach a 
  koldun with this level of mastery, if any so powerful 
  exist. 
   
  The evolution that is taught through Koldunism 
  mimics the theories of Darwin but applies to the 
  evolution of kindred.  Through knowledge, control, 
  and evolution, it is said to be possible to invoke an 
  evolution into something more.  Legends say that the 
  ancient 
  kindred 
  Mekhet 
  started 
  the 
  original 
  philosophies of Kolduism, which Koldunic Sorcery 
  eventually evolved from.  He also started the original 
  paths towards evolution.  It is whispered among some 
  of the most ancient of Tzimisce that he has evolved, 
  that he has become something more.  It is these 
  stories that caused the modem Tzimisce to create the 
  Path of Metamorphosis though the advanced 
  philosophies of Koldunism are something far 
  different. 
   
  System:  Until the koldun reaches level six in both 
  Koldunism and Koldunic Sorcery, she is generally only 
  taught the first five paths as listed above.  Usually only 
  after reaching mastery of Koldunism and Koldunic 
  Sorcery is she then taught the advanced paths outlined 
  below.  Once the koldun reaches level six Koldunic 
  Sorcery, she automatically gains the first level of one 
  of the advanced paths below.  She may learn a second 
  advanced path at level seven Koldunic Sorcery, a third 
  at level eight and the final path at level nine.  Koldun's 
  usually learn the Way of Nature first, followed by the 
  Way of Weather, then the Way of Blood and finally 
  the Way of Awareness though this often differs 
  depending on who is instructing the koldun.  Only 
  once a character reaches level ten in both Koldunism 
  and Koldunic Sorcery, does she have the knowledge 
  necessary to evolve. 
   
  The rules for this "evolution" will not be included 
  and are totally up to the Storyteller providing a 
  Storyteller wants to allow a vampire of the 3rd 
  Generation to be running around his World of 
  Darkness.  To put it simply though, at this stage, the 
  koldun has the capability to release himself of the 
  restrictions of disciplines and can Awaken fully as 
  Caine had done under to tutelage of Lillith. 
   
  The Way of Nature 
   
  This is usually the first way taught to kolduns as 
  they are taught the more advanced philosophies of 
  Koldunism.  Like Nature itself, this way combines the 
  different elements of the previous ways into a single 
  power.  It was not usually used for the outward effects 
  that it has, it was used as a learning tool to see how the 
  elements react together to become more in whole than 
  part.  When invoking this path, the eyes of the koldun 
  turn forest green. 
   
  Note:  Potence may not be used to grant the 
  koldun additional successes in these rolls. 
   
  � Awaken the Forest's Life 
   
  Invoking this power awakens the vegetation of the 
  area to assist the koldun.  This can be anything from 
  awakening trees to use their roots and branches to 
  defend the koldun from attackers or cause smaller 
  
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  vegetation to uproot itself and help the koldun with 
  simple tasks. 
   
  System:  The character touches the plant to be 
  animated, rolls Strength + Koldunism (difficulty 5), 
  and spends a Willpower point.  If the vegetation is 
  larger than the koldun such as a tree, it will not be able 
  to uproot itself, but will use its branches and roots to 
  follow very basic verbal commands from the koldun to 
  the best of its ability.  If the object is the size of the 
  koldun or smaller, it can uproot itself and move about 
  freely to assist the koldun though it can only follow 
  very basic verbal commands.  Very basic commands 
  can include no more than one sentence and may not 
  contain triggers, conditions, etc.  The Storyteller has 
  final say as to what commands the awakened plant has 
  the capability to follow.  Plants remain animated for 
  one scene per success gained in activation. 
   
  While animated, anything larger than the koldun 
  has a Strength and Stamina equal to the koldun's level 
  in Koldunic Sorcery.  Anything of equal size or smaller 
  than the koldun has a Strength and Stamina equal to 
  half the koldun's level in Koldunic Sorcery rounded up.  
  All plants have a Dexterity of 2 and a Brawl rating 
  equal to the koldun's.  They are also immune to bashing 
  damage, and trees may half lethal damage due to their 
  size though all plants take aggravated damage 
  normally.  It may have other abilities at the Storytellers 
  discretion. 
   
  �� Will of Nature 
   
  At this level, the koldun may borrow from the 
  elements of nature to give herself internal strength.  
  The koldun must hold one of the four basic elements 
  in her hand.  She must have a handful of dirt for 
  Earth, cup her hands and hold Water, hold her hands 
  to the Wind, or hold something that is burning or has 
  been burnt by Fire. 
   
  System:  The character does not need to spend a 
  point of Willpower but must gain two successes on a 
  Strength + Koldunism roll (difficulty 6) and hold one 
  of the four elements in her hand to activate this 
  power.  If she has a handful of earth, the character 
  gains a temporary dot in Conscience or Conviction.  If 
  she has a handful of water, the character gains a 
  temporary dot in Self-Control or Instinct.  If she holds 
  something that is burning or has been burnt, she gains 
  a temporary dot in Courage.  If she holds her hands to 
  the wind (there must be at least a breeze), she gains 
  two temporary dots (not points) in Willpower.  These 
  temporary dots will last until the next sunrise though 
  only one of the enhancements can be active at a time.  
  The dots may also go above 5, or 10 in the case of 
  Willpower, though the extra dots in Willpower may 
  not be spent. 
   
  ��� Elemental Strength 
   
  When first learning the Way of Nature, seeing the 
  inherent strength in the elements is key and being able 
  to use them is a natural progression.  Invoking this 
  power lends the koldun some of the strength inherent 
  in nature. 
   
  System:  The player spends a Willpower point 
  and succeeds in a Strength + Koldunism roll 
  (difficulty 7).  For the duration of one scene, the 
  koldun may add two dice to all Strength dice pools and 
  can reroll tens on any dice pool where Strength is a 
  required Attribute. 
   
  ���� Create Element 
   
  Invoking this power allows the koldun to create 
  earth, fire, wind or water out of nothing.  This power 
  is a certain breach of the Masquerade to kindred of the 
  modern night, but in days before the Inquisition it was 
  used freely to strike fear in the hearts of those who 
  saw it or prove the koldun's godhood to mortals. 
   
  System:  The character spends a Willpower point 
  and rolls Strength + Koldunism (difficulty 8).  For 
  every success gained, the koldun can create one cubic 
  foot of the element of her choice anywhere within line 
  of sight.  The power Awareness of the Spirit may be used 
  to place the element anywhere within the koldun's 
  perception. 
   
  ����� Summon the Spirit of Nature 
   
  A koldun can now summon one of the spirits of 
  nature.  This can be the spirit of a plant or animal 
  usually known as an Incarna or summon the spirit of 
  one of the four basic elements of nature known as an 
  Elemental. 
   
  System:  The character must be near some 
  quantity of the element or spirit to be summoned and 
  spend a Willpower point.  For example, if she is 
  summoning a Fire Elemental, she must be near fire or 
  if she is summoning a Fox Incarna she must be near a 
  fox.  The spirit invoked may or may not actually 
  follow the koldun's instructions once summoned, but 
  generally will at least pay rough attention to what it's 
  being told.  The number of successes gained in a 
  Strength + Koldunism roll (difficulty 9) determines 
  the power level of the spirit. 
   
  For information on different spirits, refer to the 
  Axis Mundi or follow the rules for Summon 
  Elemental in the Guide to the Camarilla on pages 99 
  and 100 to create the traits for the spirit. 
  
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  The Way of Weather 
   
  This way combines the principles of Nature with 
  further understanding of elemental properties.  This 
  power allows a koldun to affect the weather of any area 
  that she can perceive.  The exact uses of this power 
  have never been fully documented though the 
  possibilities are endless.  Some younger koldun believe 
  that the weather can be used to manipulate the 
  outcomes of gatherings, meetings, etc. and that the 
  more ancient koldun are using this power in the Jyhad.  
  When invoking this path, the koldun's eyes become 
  completely white and a wind swirls around her. 
   
  � Control Temperature 
   
  This power allows the koldun to make minute and 
  even drastic changes to the Temperature of an area. 
   
  System:  Unlike most paths, this way does not 
  have a set difficulty.  The difficulty of the roll is the 
  based on the result desired.  The player spends a 
  Willpower point and rolls Dexterity + Koldunism 
  (variable difficulty).  The temperature takes about 15 
  minutes to change to the desired temperature.  It can 
  affect an area the size of small town and continues for 
  one hour per success scored. 
   
  Effect 
   
   
   
  Difficulty 
   
  Temperature +/- 10° F. 
   
  5 
   
  Temperature +/- 15° F. 
   
  6 
   
  Temperature +/- 20° F. 
   
  7 
   
  Temperature +/- 25° F. 
   
  8 
   
  Temperature +/- 30° F. 
   
  9 
   
  �� Control Wind 
   
  This power allows the koldun to make minute and 
  even drastic changes to the direction and force of 
  wind. 
   
  System:  Unlike most paths, this way does not 
  have a set difficulty.  The difficulty of the roll is based 
  on the result desired.  The player spends a Willpower 
  point and rolls Dexterity + Koldunism (variable 
  difficulty).  The wind takes anywhere from 5 to 10 
  minutes to change to the desired effect.  This power 
  and all previous levels of Way of Weather can now 
  affect an area the size of a small city.  Only the 
  direction of the wind or the force may be affected at 
  one time.  The effect lasts for one hour per success 
  scored. 
   
  Effect 
   
   
   
  Difficulty 
   
  Gentle Breeze (5 mph) 
   
  6 
   
  Wind Direction +/- 15° 
   
  6 
   
  Stiff Breeze (10-15 mph) 
   
  7 
   
  Wind Direction +/- 30° 
   
  7 
   
  Steady Wind (15-30 mph) 
   
  8 
   
  Wind Direction +/- 60° 
   
  8 
   
  Storm-force Wind (30-50 mph) 
  9 
   
  Wind Direction +/- 90° 
   
  9 
   
  ��� Control Rain 
   
  This power allows a koldun to affect the rains of an 
  area. 
   
  System:  Unlike most paths, this way does not 
  have a set difficulty.  The difficulty of the roll is the 
  based on the result desired.  The player spends a 
  Willpower point and rolls Dexterity + Koldunism 
  (variable difficulty).  The weather takes about 15 
  minutes to change.  This power and all previous levels 
  of Way of Weather can now affect an area the size of 
  large city.  The effect lasts for one hour per success 
  scored. 
   
  Effect 
   
   
   
  Difficulty 
   
  Summon / Dispel Fog 
   
  6 
   
  Start / Stop Light Rain 
   
  7 
   
  Start / Stop Heavy Rain 
   
  8  
   
  Start / Stop Torrential Down Poor 
  9 
   
  ���� Zeus' Arrow 
   
  This power allows the koldun to summon a 
  lightning bolt from the sky to strike a desired target. 
   
  System:  One Willpower point must be spent to 
  summon the lightning bolt and then the character 
  must succeed in a Dexterity + Koldunism roll in order 
  to hit the target.  A botch means that the koldun gets 
  hit.  The base difficulty for the roll is 8 assuming there 
  are clouds in the sky.  If there are no clouds, it is 
  difficulty 9.  If it is raining it is difficulty 7 and if there 
  is a storm of any sort in the area the difficulty drops to 
  6.  If the intended target knows that the bolt is 
  coming, she may make a Dexterity + Dodge roll 
  (difficulty 8) to dodge the lightning.  What ever the 
  lightning bolt hits takes 10 dice of lethal damage that 
  can be soaked normally. 
   
  ����� Wrath of the Storm 
   
  The ultimate form of control over weather allows 
  a koldun to bring about a tornado.  Although no 
  control over the tornado is gained, it is still an 
  awesome feat to send a tornado crashing through a 
  town on a warm and sunny day.  Because the tornado 
  cannot be controlled, this power is very seldom used. 
   
  System:  The character spends a variable number 
  Willpower points up to 5 and rolls Dexterity + 
  Koldunism (difficulty 9).  The tornado starts in the 
  general area of where ever the koldun wishes to place it 
  within his line of site.  The tornado will move in 
  
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  generally a North Easterly direction though they are 
  known to change direction without notice.  The koldun 
  may try to steer the tornado by spending an additional 
  Willpower point and rolling Dexterity + Koldunism 
  (difficulty 9), each success will turn it 5 deg in a 
  direction the koldun chooses.  Tornados summoned 
  with this power are an Fx tornado where x is the 
  number of Willpower points spent during activation 
  and F refers to the Fujita-Pearson scale for tornados. 
   
  The Way of Blood 
   
  As the koldun's knowledge and practice of the 
  philosophy expands, the idea of strength from within 
  and strength from self starts to become more and 
  more prevalent.  This way encompasses strength from 
  within through the blood.  It is thought that the 
  knowledge of this path was stolen by a group of 
  Hermetic Magi that later used this knowledge to 
  embrace themselves and become clan Tremere.  It is 
  becoming common in modern day that the Sabbat 
  kindred learn the advanced ways of Koldunic Sorcery 
  without learning of the philosophy in order to combat 
  the Tremere of the Camarilla.  This is sometimes the 
  first path taught mimicking the training of the 
  Tremere antitribu before their sudden demise.  When 
  invoking this path, the eyes and hair of the koldun turn 
  to a blood red. 
   
  � Taste of Blood 
   
  This ability allows the koldun to gauge the strength 
  of their enemy and gain some information.  By tasting 
  the blood of a subject, the koldun may determine how 
  much blood is left in the individual.  It can also tell 
  creature type (mortal, vampire, werewolf, etc.), and 
  some of the basic statistics of that subject like clan, 
  generation, tribe, rank, etc. as applicable to the type of 
  creature. 
   
  System:  The koldun must consume one blood 
  point of the subjects blood and succeed in an 
  Intelligence + Koldunism roll (difficulty 5).  The 
  blood point is destroyed in the process and thus does 
  not affect the koldun.  The number of successes 
  determines how much information is received and 
  how accurate it is. 
   
  �� Blood Strength 
   
  Blood becomes precious in the heat of battle or 
  even for healing.  With this power, a koldun can 
  enhance the effectiveness of her blood to better 
  manage her precious resource when she needs it. 
   
  System:  The character spends a Willpower point 
  and rolls Intelligence + Koldunism (difficulty 6).  For 
  one scene per success on activation, every blood point 
  counts as two for the purpose of raising physical traits 
  and healing.  This power cannot be used to take a 
  character above her generational maximum for Traits. 
   
  ��� Awaken the Body 
   
  With the advent of the Inquisition and sudden 
  appearance of a group of Hunters, hiding among kine 
  has become more and more important and the 
  usefulness of this power has become greater and 
  greater.  While this power is activated, the body of the 
  koldun regains life.  The heart begins to beat, hair and 
  fingernails grow, complexion becomes normal, and 
  food can be eaten without the usual side effects 
  (though no sustenance is gained). 
   
  System:  The koldun spends one blood point and 
  must gain at least one success in an Intelligence + 
  Koldunism roll (difficulty 7).  The koldun's body 
  regains all of the life functions of a mortal human 
  body.  The transformation takes 5 minutes.  At the 
  end of the transformation, her hair and eye color 
  return to normal. The koldun's blood and soul, 
  however, remain the same.  This means that she can 
  still ghoul, create blood bonds, embrace, use all 
  disciplines, and even heal as a vampire.  This also 
  means that fire and sunlight still do aggravated 
  damage.  Gaining blood for a koldun becomes difficult, 
  though, as she can no longer grow fangs. 
   
  The effect lasts until sunrise at which point the 
  body returns to being kindred.  This transformation 
  again takes 5 minutes.  When the koldun's body returns 
  to being vampiric, what ever physical shape her body 
  is in at that time becomes permanent including getting 
  ones hair cut, shaved, tattoos, damage, or any other 
  sort of body alteration including Viscissitude, Form of 
  the Beast, etc..  Any food the koldun has ingested must 
  be excreted as the body resumes its undead state.  This 
  means the koldun will either vomit up what is left of 
  the food, or have an instant bowel movement. 
   
  Note:  Yes, a koldun can procreate while in this 
  form.  If the koldun is female, the embryo dies as the 
  body returns to its undead state.  If the koldun is male, 
  he may well have an offspring that then basically 
  becomes a revenant ghoul. 
   
  ���� Water to Blood 
   
  Much like Jesus' acclaimed miracle of Water to 
  Wine to feed the starving masses, this power allows a 
  koldun to change Water into Vitae to feed the hungry 
  Beast.  Many koldun owe their unlives to this power. 
   
  System:  The character spends a Willpower Point 
  and rolls Intelligence + Koldunism (difficulty 8).  
  
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  Every success allows the koldun to change one gallon 
  of water to one gallon of blood.  Even though it is one 
  gallon, it only counts as one blood point as the blood 
  has the potency of an animal. 
   
  ����� Element of the Blood 
   
  This horrid power is the beginning of nightmares 
  and the ending of battles.  The creature is something 
  created of the koldun's own blood and mixed with her 
  memories.  The result is a creature that stands over 8 
  feet tall and is made entirely of blood.  It has the 
  powers of ancient mythologies and the toughness of 
  the earthen spirits. 
   
  System:  The koldun must open an artery and 
  drop two or more of her blood points onto open earth 
  and succeed in an Intelligence + Koldunism roll 
  (difficulty 9).  For every blood point spent beyond the 
  first two during activation, the player can increase any 
  of the Physical Attributes or its Health Level by one.  
  From the ground where the blood was dripped, a 
  humanoid monster emerges made completely of 
  blood.  The resulting being has Strength 3, Dexterity 3, 
  Stamina 3, Perception 1, Intelligence 1, Wits 2 and 7 
  Health Levels.  It has no eyes, no mouth, no ears, no 
  nose, yet is completely aware of its surroundings. 
   
  It is immune to all Bashing damage due to its 
  quasi-liquid state, can roll Stamina to soak any other 
  kind of damage, and does not feel pain.  It also has ten 
  blood points that it can spend at one point per round 
  to heal any type of damage.  If this blood is consumed 
  through any means, it does two levels of aggravated 
  damage per blood point to anyone but the creature.  
  The creature can replenish its blood pool by spending 
  one full round and touching a subject.  Every success 
  it gets on a Strength + 3 roll (difficulty 6) is the 
  number of blood points it can leach out of its subject 
  to replenish its pool.  This roll can only be resisted 
  with Fortitude.   
   
  Abilities and Powers of the creature are up to the 
  Storyteller but it generally has 3 dots in any physically 
  related Ability like Alertness, Brawl, Dodge, Melee, 
  etc.  For ideas on Powers, consult Freak Legion: 
  Players Guide to the Formori.  It is the Storytellers 
  discretion as to what powers the thing may or may not 
  have. 
   
  One of the more common powers is the ability to 
  grow weapons from itself.  This power takes one full 
  round to accomplish and a variable amount of blood 
  points.  It can grow any brawl or melee weapon from 
  itself, which does Strength, + (number of blood spent 
  into the weapon) aggravated damage and is difficulty 7 
  to wield.  Some weapons it can grow include claws, 
  swords, etc. 
   
  The creature lasts for one night and is loyal to the 
  koldun as if it were under a blood bond.  It is immune 
  to any mental Discipline including Dominate, 
  Presence, and any others the Storyteller deems 
  appropriate.  At the end of the night, or upon its 
  death, the creature evaporates into nothing.  A koldun 
  may only have one active creature of this nature under 
  its control at a time. 
   
  The Way of Self 
   
  This is the culmination of all other knowledge that 
  has been gained and the final lesson in Advanced 
  Koldunism.  This way centers around using all the 
  knowledge a koldun has gained to strengthen herself.  
  This power has no physical effect, no external display 
  to show it is working, it is merely the koldun having the 
  ability to affect her self.  It allows her to train the 
  thoughts that allow her to be so that she may some 
  day be something else. 
   
  Note:  All powers of Way of Self last until the 
  next sunrise. 
   
  � Focused Mind 
   
  The koldun has the ability to focus her mind to the 
  job at hand.  When activated, she can shut out any 
  distractions or annoyances. 
   
  System:  The character must spend a Willpower 
  point and roll Appearance + Koldunism (difficulty 5).  
  Any penalty to a difficulty or Dice Pool arising from a 
  distraction is decreased by two points or dice.  If the 
  character has the Merit Concentration, it is decreased 
  by four points or dice and the Merit is canceled for the 
  duration of this power. 
   
  �� Unwavering Emotion 
   
  The koldun is no longer easily impressed or swayed 
  by others.  It is easier for her to shrug off people's 
  attempts to get an emotional response from her and 
  she is almost totally immune to Presence. 
   
  System:  With this power activated, the koldun is 
  almost completely immune to Presence and other 
  spells, magic, etc. that affects the koldun emotionally.  
  Whenever someone attempts to affect the koldun 
  emotionally, the koldun may make a Willpower roll 
  difficulty her opponents Willpower.  Only one success 
  is necessary to cancel the effects no matter how many 
  successes her opponent got. This power can only be 
  used on levels of Presence equal to or lower than the 
  koldun's level in Koldunic Sorcery.  To activate it, the 
  koldun spends one point of Willpower and rolls 
  Appearance + Koldunism (difficulty 6).  If the koldun 
  has the Merit Blaise', she does not have to spend the 
  
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  Willpower point as she already instinctively has the 
  foundation for this power. 
   
  ��� Sleep the Beast 
   
  The koldun becomes very calm, composed, and in 
  complete control.  It is almost impossible for her to 
  lose her temper. 
   
  System:  The character spends one Willpower 
  point and rolls Appearance + Koldunism (difficulty 7).  
  Every two successes gained allow the koldun to add 
  one die to all Self Control rolls.  If the character has 
  the Merit Calm Heart, she does not have to spend the 
  Willpower point, as calmness is instinctive for her. 
   
  ���� Will of Stone 
   
  Determination is now the koldun's weapon when 
  her mind is set.  With this power, the koldun becomes 
  impossible to Dominate and very head strong.  If her 
  mind is made up, there is no changing it. 
   
  System:  With this power active, the koldun is 
  immune to all powers of Dominate at an equal or 
  lower level than the koldun's level in Koldunic Sorcery.  
  In addition, the koldun receives three extra dice to 
  resist any other mind effects.  This does not work 
  against Presence or anything that attempts to alter 
  emotions.  See Unwavering Emotion. To activate this 
  power, the koldun spends one Willpower point and 
  rolls Appearance + Koldunism (difficulty 8).  If she 
  has the Merit Iron Will, she does not need to spend 
  the Willpower point. 
   
  ����� Confidence of Alexander 
   
  In all of history, Alexander the Great is the most 
  known for his vulgar declarations of his soon to be 
  coming rulership of the world.  At this final level of 
  mastery, the koldun can have that confidence as her 
  own. 
   
  System:  To activate this power the koldun rolls 
  Appearance + Koldunism (difficulty 9) and spends a 
  Willpower point.  If it is successfully activated, every 
  roll for the rest of the night automatically has one 
  success.  If there are botches in the roll, it 
  automatically cancels one of them. 
   
  Koldunic Rituals 
   
  Like Thaumaturgy, Koldunic Sorcery grants its 
  caster access to rituals.  Though magical, these rituals 
  are not Hermetic and are incompatible with any form 
  of Tremere or Giovanni magic.  Most rituals require a 
  blood sacrifice on top of any other specific 
  components. 
   
  System:  The player must make a successful 
  Intelligence + Koldunism roll (difficulty 4 + the level 
  of the ritual) and shed blood in order to cast any ritual.  
  Whether the blood belongs to the koldun or not is 
  unimportant; one blood point must spill per ritual 
  level to cast this spiritual magic.  A koldun cannot learn 
  or use a ritual of a greater level than the koldun's level 
  in Koldunic Sorcery.  Each ritual takes 10 minutes per 
  level unless otherwise noted, so a level three ritual 
  takes 30 minutes. 
   
  Level One Rituals 
   
  Aport Object 
   
  This ritual allows the koldun to magically enchant 
  an object.  The next time the koldun desires the object 
  in her hand, all she has to do is speak a magic word 
  and the object appears in her hand. 
   
  System:  The koldun infuses the object with one 
  blood point of her vitae during a 10 hour ritual.  For 
  the rest of the objects existence, the character can roll 
  Willpower (difficulty 6) to have it appear in her hand. 
   
  Become One with the Land 
   
  This ritual allows the koldun caster to attune 
  herself to a specific plot of ground; the area covered 
  may not exceed 10 square miles but may be less than 
  that.  The caster combines her own blood with several 
  handfuls of earth from the land she wishes to claim.  
  By covering her body with this mixture before going 
  to sleep for the day, the vampire is able to absorb the 
  essence of the land into herself.  The koldun can only 
  attune herself to one plot of land at a time. 
   
  System:  The vampire combines one of her blood 
  points with some natural substance (such as animal 
  blood, tree sap or soil) and covers her body in the 
  mixture.  The number of successes determines the 
  duration, intensity or range of the desired effect.  
  During the effects of this ritual, land from this area 
  may be used as home soil. 
   
  Defense of the Sacred Haven 
   
  This ritual prevents sunlight from entering an area 
  within 20 feet of this ritual's casting.  A mystical 
  darkness blankets the area, keeping the baneful light at 
  bay.  Sunlight reflects off windows or magically fails to 
  pass through doors or other portals. The caster draws 
  a sigils in blood on all the affected windows and doors, 
  and the ritual lasts as long as the koldun stays within 
  the 20-foot radius. 
   
  System:  This ritual require one hour to perform, 
  during which the koldun recites incantations and 
  
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  inscribes glyphs using the spilt blood.  One blood 
  point is required for this ritual to work. 
   
  Domino of Life 
   
  A koldun waning or needing to simulate a human 
  characteristic can do so once Domino of Life is cast.  
  For one entire night, the koldun can eat, breathe, 
  maintain a 98.6° body temperature, assume a human 
  flesh tone or display some other single trait of 
  humankind she desires.  Note that only one trait can 
  be replicated in this fashion.  The koldun must have 
  vial of fresh human blood on his person to maintain 
  this ritual. 
   
  System:  Using this ritual adds one die to the 
  koldun's Masquerade dice pool (see the Vampire 
  Storytellers Companion).  Unless onlookers are 
  especially wary, the Domino of Life should fool them 
  into thinking the caster is mortal - not that they should 
  have any reason to suspect otherwise. 
   
  Hospitality 
   
  This is a simple Koldunic ritual, but an important 
  one.  This ritual, enacted nightly, allows the koldun to 
  "awaken" the spirits in her haven.  These spirits 
  "manifest" themselves in objects, which assume 
  sentience and individualism, often displaying unique 
  personalities in the process.  Thus, a koldun's gate 
  might speak to the vampire in a dull, grating voice, 
  complaining about the weight of the castle on its 
  keystones; a mirror might slyly praise the vampire, 
  while a knout might cackle with glee and bed to be laid 
  across a victim's back. 
   
  The koldun may command any such house-spirit to 
  silence, and the spirits generally display servility and 
  obsequiousness.  However, if ill-treated (or if treated 
  politely by an intruder), the spirits may fail to warn the 
  koldun of intruders in his domain 
   
  System:  The koldun spills one blood point on any 
  entryway into his domain and recites a five-minute 
  incantation.  The effects last for one night. 
   
  Incantation of the Shepherd 
   
  This ritual enables the koldun to mystically locate 
  all members of her herd.  While intoning the ritual's 
  vocal component, he marks a slow circle in the ground 
  with blood.  At the end of the ritual, she can see a 
  picture in the circle of where each of her vessels are 
  and gains a subliminal sense of direction and distance.  
  She can choose who she wishes to see by stating their 
  name. 
   
  System:  This ritual give the character the location 
  relative to her of the members of her herd.  If she 
  does not have the Herd Background, this ritual locates 
  the closest three mortals from whom the koldun has 
  fed at least three times each.  This ritual has a 
  maximum range of 10 miles times the character's Herd 
  Background, or five miles if she has no points in that 
  Background. 
   
  Illuminate Trail of Prey 
   
  This ritual causes the path of the subject's passing 
  to glow in a manner that only the koldun can see.  The 
  footprints or tire tracks (or whatever) shine distinctly, 
  but only to the eyes of the caster.  Even airplane 
  trajectories and animal tracks shine with unhealthy 
  light.  The ritual is nullified if the target wades trough 
  or immerses himself in water, or if he reaches the 
  destination of his journey.  The koldun must spill a 
  blood point on an area where the target was while 
  reciting a short incantation. 
   
  Subject:  The individual's wake glows with a 
  brightness dependent on how long it has been since he 
  passed that way - old tracks burn less brightly, while 
  fresh tracks blaze. 
   
  Preserve Blood 
   
  This ritual allows a koldun to preserve blood in a 
  specially enchanted container.  This ritual was very 
  useful before refrigerators and it is still used heavily.  
  The ritual requires a covered earthenware container 
  large enough to contain the amount of blood the 
  koldun wishes to store. 
   
  System:  The container must be filled with one 
  point of kindred blood and buried in the earth for two 
  nights.  The following night, the container must be 
  dug back up.  The blood that was in the container is 
  absorbed into it during the two nights it is buried.  
  After this, the koldun can store blood in the container.  
  It must be sealed with wax after the blood is pored in.  
  The container may be carried but, if broken, the blood 
  will spoil at a normal rate.  The container may be 
  opened at any time, but may not be resealed 
  containing the same blood.  The earthenware 
  container itself can be used again, but the entire ritual 
  must be reenacted. 
   
  Purity of the Flesh 
   
  The caster cleanses her body of all foreign 
  material with this ritual.  To perform it, she meditates 
  on bare earth or stone while surrounded by a circle of 
  branches.  Over the course of the ritual, the caster slits 
  her wrists and lets one blood point drip out.  The 
  caster is slowly purged of all physical impurities: dirt, 
  alcohol, drugs, poison, bullets lodged in the flesh, and 
  tattoo ink are all equally affected, slowly rising to the 
  surface of the caster's skin and flaking away as a gritty 
  
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  gray film that settle in the middle of the circle.  Any 
  jewelry, makeup or clothes that the caster is wearing 
  are also dissolved. 
   
  System:  The player spends one blood point that 
  is let drip from her wrists.  Purity of the Flesh removes 
  all physical items from the caster's body, but does not 
  remove enhancements, mind control or diseases of the 
  blood. 
   
  Reawaken the Dead Water 
   
  With the destruction of the Tremere antitribu and 
  as Koldunic Sorcery was rediscovered, new koldun 
  searched for a means to spiritually reconnect 
  themselves to their ancient predecessors.  In accords 
  with the fables of "dead water," many of these new 
  koldun begin their nights by performing this ritual, cast 
  by dripping some of their blood into a lake, river or 
  ocean and then ingesting the liquid. 
   
  System:  A koldun must drip one point of blood 
  into the water source from which she intends to drink, 
  then ingest an equivalent of one blood point's worth 
  of water.  This liquid mystically evaporates through the 
  vampire's body soon after being ingested.  After 
  successfully performing this ritual, a koldun regains one 
  point of temporary Willpower.  This can only replace 
  spent Willpower points and cannot exceed the koldun's 
  maximum Willpower pool.  Reawakening the Dead 
  Water can be performed only once per night. 
   
  Recreate the Homeland 
   
  This ritual allows a koldun to create earth that acts 
  as her home soil though it can only create one handful 
  at a time.  Recreate the Home Land is most useful to 
  the Tzimisce who must have soil from their home to 
  sleep in. 
   
  System:  The koldun mixes one blood point of her 
  blood with one handful of soil which reciting a short 
  incantation.  When it is done, that handful of soil is 
  now identical to the soil from her homeland. 
   
  Wake With Evening's Freshness 
   
  This ritual allows a koldun to awaken at any sign of 
  danger, especially during the day.  If any potentially 
  harmful circumstances arise, the koldun immediately 
  rises, ready to face the problem.  This ritual requires 
  the one blood point to be boiled and inhaled by the 
  koldun. 
   
  System:  This ritual must be performed 
  immediately before the koldun settles down to slumber 
  for the day.  If danger arises, the Tremere awakens and 
  may ignore the Humanity dice pool limit rule for the 
  first two turns of consciousness.  Thereafter, the 
  penalty takes effect, but the koldun will have already 
  risen and will be able to address problematic 
  situations. 
   
  Will o'the Wisp 
   
  This ritual allows a koldun to produce a 
  supernatural ball of light.  The ball of light travels as 
  the vampire mentally commands.  The ball of light, 
  referred to as a Will o'the Wisp, can be made to travel 
  anywhere within sight of the koldun and perform 
  tricks. 
   
  Among the things the ball of light can do are: 
  glow brighter, glow dimmer, divide into many smaller 
  balls, fly about, bathe someone in its magical glow, 
  swirl, remain stationary or perform whatever 
  maneuver the koldun can imagine.  This ritual is useful 
  as a diversion or simply a light source. 
   
  System:  This ritual requires a small branch from 
  a willow tree.  The koldun must poor a point of blood 
  on the ground and with the willow branch, draw the 
  Koldunic rune for light.  When the rune is complete, 
  she must throw the branch into the air whereupon it 
  bursts into the ball of light.  The light lasts as long as 
  the koldun concentrates upon it. 
   
  Level Two Rituals 
   
  Blood Walk 
   
  A koldun casts this ritual on a blood sample from 
  another vampire.  Blood Walk is used to trace the 
  subject's Kindred lineage and the blood bonds in 
  which the subject is involved. 
   
  System:  This ritual requires three hours to cast, 
  reduced by 15 minutes for each success on the roll.  It 
  requires one blood point from the subject.  Each 
  success allows the caster to "see back" one generation, 
  giving the caster both the True Name of the ancestor 
  and an image of his face.  The caster also learns the 
  generation and clan or bloodline from which the 
  subject is descended.  With three successes, the caster 
  also learns the identities of all parties with whom the 
  subject shares a blood bond, either as regnant or thrall.  
  This ritual does not require blood beyond the one 
  from the subject. 
   
  Donning the Mask of Shadows 
   
  This ritual renders its subject translucent, her form 
  appearing dark and smoky and the sounds of her 
  footsteps muffled.  While it does not create a true 
  invisibility, the Mask of Shadows makes the subject 
  much less likely to be detected by sight or hearing. 
   
  System:  This ritual may be simultaneously cast 
  on a number of subjects equal to the koldun's 
  
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  Koldunism rating; each individual past the first adds 
  five minutes to the base casting time.  Everyone 
  involved in the ritual must coat each foot in one point 
  of blood.  Individuals under the Mask of Shadows can 
  only be detected if the observer succeeds in a 
  Perception + Alertness roll (difficulty of the caster's 
  Wits + Koldunism) or if the observer possesses a 
  power (such as Auspex) sufficient to penetrate Level 
  Three Obfuscate.  The Mask of Shadows lasts a 
  number of hours equal to the number of success 
  rolled when it is cast or until the caster voluntarily 
  lowers it. 
   
  Impassable Trail 
   
  The koldun can travel through even the densest 
  woods without leaving any sign of her passing.  The 
  vampire will still leave a trail for vampires or Lupines 
  with powerful olfactory senses, but this will be all. 
   
  System:  The koldun must soak two deerskins in 
  two points of blood for one night.  After that night, 
  the koldun recites a 15-minute incantation.  After that, 
  anytime the skins are tied to the koldun's feet, she 
  leaves no physical signs of her passing except for 
  smell.  It may be used one time for each success 
  gained on the roll and each use lasts only for one 
  night. 
   
  Recure of the Homeland 
   
  The koldun calls on the power of earth to heal 
  grave wounds she may have received.  The koldun 
  must use at least one a handful of dirt from her 
  homeland. 
   
  System:  The koldun must mix each handful of 
  earth with two points of her own blood to make a 
  healing paste.  One handful will heal one aggravated 
  wound. 
   
  Sign of the Moon 
   
  This ritual makes the claw and fang attacks of 
  lupines less effective.  For one night, the koldun will 
  not take aggravated wounds from lupine attacks but 
  will take aggravated wounds from silver. 
   
  System:  The koldun mixes two blood points with 
  one hand full of silver dust and covers her body with 
  the resulting concoction.  At the end of the ritual, it is 
  absorbed into the body.  For the rest of the night, 
  claws and fangs of lupines do lethal damage. 
   
  Steps of the Terrified 
   
  This ritual lets the koldun slow down any specific 
  foe.  The harder the victim tries to run, the slower she 
  becomes.  During the first turn, she moves at half her 
  normal speed.  If she tries to speed up, she slows to 
  the point that she cannot move faster than walking 
  speed.  This ritual is often used to catch tricky prey or 
  terrify an opponent.  The koldun is often able to walk 
  while the victim is trying to run, and still catch up with 
  her. 
   
  System:  The koldun must have a small clump of 
  dried mud, preferably square on all sides.  She then 
  sets it on the ground and draws a circle around the 
  mud and a triangle around the circle both in her own 
  blood.  This ritual take two turns to enact. 
   
  Ward Versus Ghouls 
   
  Wary koldun have this ritual to protect themselves 
  from the minions of vengeful rivals. By invoking this 
  ritual, the koldun creates a glyph that causes great pain 
  to any ghouls who come in contact with it.  The 
  Kindred pours two points worth of mortal blood over 
  the object he wishes to ward (a piece of parchment, a 
  coin, a doorknob, etc.), and recites the incantation, 
  which takes 10 minutes.  In 10 hours, the magical ward 
  is complete, and will inflict excruciating pain on any 
  ghoul unfortunate enough to touch the warded object. 
   
  System:  Ghouls who touch warded objects suffer 
  three dice of lethal damage.  This damage occurs again 
  if the ghoul touches the object further; indeed, a ghoul 
  who consciously wishes to touch a warded object must 
  spend a point of Willpower to do so. 
   
  This ritual wards only one object - if inscribed on 
  the side of a car, the war affects only that door or 
  fender, not the whole car.  Wards may be placed on 
  weapons, even bullets, though this usually works best 
  on small-caliber weapons.  Bullets often warp upon 
  firing, however, and for a ward to remain intact on a 
  fired round, the player needs five successes on the 
  Firearms roll. 
   
  For more information on wards, see Vampire: 
  The Masquerade Revised, page 184 and Guide to 
  the Camarilla, pages 111-114. 
   
  Warding Circle Versus Ghouls 
   
  This ritual is enacted in a manner similar to that of 
  Ward versus Ghouls but creates a circle centered on 
  the caster into which a ghoul cannot pass without 
  being burned.  The circle can be made as large and as 
  permanent as the caster desires, as long as she is 
  willing to pay the necessary price. 
   
  System:  The ritual requires two points of mortal 
  blood.  The caster determines the size of the warding 
  circle when it is cast; the default radius is 10 feet, and 
  every 10-foot increase raises the difficulty by one, to a 
  maximum of 9 (one additional success is required for 
  every 10-foot increase past the number necessary to 
  
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  raise the difficulty to 9).  The player spends one blood 
  point for every 10 feet of the radius and rolls.  The 
  ritual takes the normal casting time if it is to be 
  temporary (lasting for the rest of the night) or one 
  night if it is to be permanent (lasting a year and a day). 
   
  Once the warding circle is established, any ghoul 
  who attempts to cross its boundary feels a tingle on 
  his skin and a slight breeze on his face - a successful 
  Intelligence + Occult roll (difficulty 8) identifies this as 
  a warding circle.  If the ghoul attempts to press on, he 
  must roll more successes on a Willpower roll 
  (difficulty of the caster's Koldunism rating + 3) than 
  the caster rolled when establishing the ward.  Failure 
  indicates that the ward blocks his passage and inflicts 
  three dice of bashing damage on him, and his next roll 
  to attempt to enter is at +1 difficulty.  If the ghoul 
  leaves the circle and attempts to enter it again, he must 
  repeat the roll.  Attempts to leave the circle are not 
  blocked. 
   
  Level Three Rituals 
   
  Conjure Lesser Demon 
   
  Simply put, the ritual allows the koldun to evoke 
  one of the lesser demons that haunt the Slavic lands.  
  These "demons" have no connection to infernal 
  beings; they are most similar to the spirits revered by 
  werewolves.  Nor do the demons attempt to make a 
  pact; the relation between koldun and demon resembles 
  that between a master and a vassal (albeit a highly 
  malicious, intractable vassal). All Slavic demons have 
  names, which must be learned by the sorcerer, and all 
  must be "sworn" to the koldun by accepting a point of 
  her blood.  A koldun may "retain" a number of demons 
  equal to her Charisma or Intimidation score 
  (whichever is higher).  Demons are not "bound" to the 
  koldun; she must coax or (more likely) cow them into 
  performing services. 
   
  A lesser Slavic demon can appear in virtually any 
  shape; many take the shape of normal animals, though 
  some appear freakish indeed.  It is recommended that 
  the Storyteller be familiar with Werewolf: the 
  Appocalypse or have access to the Axis Mundi for 
  information on spirits. 
   
  System:  The koldun spills three blood points on 
  open earth and writes the Koldunic name for the spirit 
  she wishes to summon in the pool of blood.  The 
  number of successes determines how friendly the 
  spirit is to the koldun. 
   
  Friend of the Trees 
   
  This power causes those who try to follow the 
  koldun through the woods to become entangled in 
  roots, branches, and vines that just seem to be in the 
  way.  The power has the subtle effect of causing trees 
  to animate slightly to provide this protection.  Those 
  trying to follow the koldun will only be able to move at 
  half their normal speed. 
   
  System:  The koldun must plant an acorn and 
  "water" it with three blood points.  It takes a few 
  minutes to finish the ritual and recite the incantation. 
   
  Incorporeal Passage 
   
  Use of this ritual allows the koldun to make herself 
  insubstantial.  The caster becomes completely 
  immaterial and thus is able to walk through walls, pass 
  through closed doors, escape manacles, etc.  The 
  caster also becomes invulnerable to physical attacks 
  for the duration of the ritual.  The caster must follow a 
  straight path through any physical objects, and may 
  not draw back.  Thus a koldun may walk through a 
  solid wall, but may not walk down through the earth 
  (as it would be impossible to reach the other side 
  before the ritual lapsed).  This ritual requires that the 
  caster carry a shard from a shattered mirror to hold 
  her image as she moves insubstantially. 
   
  System:  This ritual lasts a number of hours equal 
  to the number of successes scored on activation.  The 
  koldun may prematurely end the ritual (and, thus, her 
  incorporeality) by turning the mirror shard away so 
  that it no longer reflects her image.  No blood is 
  required for this ritual. 
   
  Mirror of Second Sight 
   
  This object is an oval mirror no less than four 
  inches wide; no more than 18 inches in length.  It 
  looks like a normal mirror, but is much more useful in 
  the hands of a koldun.  Once created, the mirror is 
  used by the koldun to see the supernatural; it reflects 
  the true form of Lupines and Faeries and enables the 
  owner to see ghosts as they move through the 
  Underworld.  The koldun creates the mirror by bathing 
  an ordinary mirror in a quantity of her own blood 
  while reciting the ritual incantation. 
   
  System:  The ritual requires three points of the 
  koldun's blood.  Thereafter, the mirror reflects images 
  of other supernatural creatures' true formes - 
  werewolves appear in their hulking man-wolf shapes, 
  mages glow in a scintillating nimbus, wraiths become 
  visible (in the mirror) and changelings appear in their 
  natural aspect.  Sometimes, the mirror also reveals 
  those possessed of True Faith in clouds of golden 
  light. 
  
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  Rotten-wood 
   
  This ritual protects the caster against wooden 
  stakes and similar wooden weapons.  It makes wooden 
  objects so rotten that they crumble to dust. 
   
  System:  The koldun must ingest a paste made of 
  wood fibers and three points of blood after which she 
  recites the incantation.  For the remainder of the night, 
  all she has to do is speak a one word magical 
  command to turn any wooden object she touches to 
  dust. 
   
  Turn to Toad 
   
  This ritual turns the koldun or a subject of her 
  choice into a toad.   
   
  System:  The koldun mixes the blood from a frog 
  or toad with a human blood point and anoints herself 
  or her subject with the mixture.  If the koldun turns 
  herself into a toad, she can return to her form at 
  anytime.  If used on a victim, he remains in that form 
  for (12 – Willpower of victim) days. 
   
  Ward Versus Lupines 
   
  This has the same effect as the Level Two ritual 
  Ward Versus Ghouls but works against Lupines.  It 
  requires that a handful of silver dust to be stirred into 
  the blood but still only requires two blood points. 
   
  Warding Circle Versus Lupines 
   
  This has the same effect as the Level Two ritual 
  Warding Circle Versus Ghouls but works against 
  Lupines.  It requires that a handful of silver dust to be 
  stirred into the blood but now requires three blood 
  points. 
   
  Level Four Rituals 
   
  Binding the Beast 
   
  This powerful ritual will pull a fellow Kindred out 
  of frenzy and even separate the vampire from his 
  Beast for a time.   
   
  System:  The ritual takes only 10 minutes to 
  perform, and the caster does not have to see the 
  subject, but she must imbibe a full Blood Point of the 
  frenzied character's blood (it can have been drawn 
  earlier) and push an iron spike through her own hand 
  (causing two health levels of damage that can't be 
  soaked).  It does not require four blood points to be 
  spilled.  Upon completion of these acts, the subject 
  suddenly emerges from frenzy, and often becomes 
  uncharacteristically passive. 
   
  In truth, his bestial side has been separated from 
  his psyche for a number of nights equal to the number 
  of successes score for the ritual.  During this time, the 
  subject cannot frenzy, cannot regain Willpower, can 
  only use one Blood Point per turn regardless of 
  generation, and cannot even feed without making a 
  Courage roll. In addition, the vampire must make a 
  Willpower roll (difficulty 7) to use any Discipline.  
  Legend states that some Kindred have starved into 
  torpor after having been subjected to this ritual.  The 
  subject doesn’t need to be in a frenzy, nor does she 
  need to be willing, but the caster may never use this 
  ritual on herself. 
   
  Binding the Spirit 
   
  This ritual allows a koldun to bind a spirit in an 
  object.  This can be done to imprison a spirit but is 
  usually used to create a fetish.  Fetishes created in this 
  manner are nearly identical those created by 
  werewolves (see Werewolf: the Apocalypse pages 
  273-275.  The koldun must first summon a spirit or 
  find a spirit willing to become a fetish.  It will usually 
  require something in return, as being bound to an 
  object is not a thrilling experience for them.  If they 
  are not willing, the koldun can try to force a spirit to be 
  bound into an item but the spirits usually become very 
  displeased and will take any opportunity to escape or 
  thwart the koldun. 
   
  System:  The number of successes rolled 
  determines the maximum power level of the fetish to 
  be created.  If the spirit is not willing to be put into the 
  fetish, the koldun must spend a point of Willpower and 
  beat the spirit in a contested Willpower roll (difficulty 
  6).  To activate the fetish, a koldun rolls Willpower 
  (difficulty the fetish's power level + 3).  A botch on 
  the roll frees the spirit and destroys the item.  The 
  powers and mechanics of the fetish are left for the 
  Storyteller to determine.  This ritual does not require 
  blood. 
   
  Firewalker 
   
  This ritual imbues the koldun with an unnatural 
  resistance to the bane of all vampires, fire.  Only a 
  foolish vampire would actually attempt to walk on or 
  through fire, but this ritual does grant an advanced 
  tolerance to flame.  To enact the ritual, the koldun must 
  cut off the end of one of her fingers and burn it in a 
  fire along with four points of blood. 
   
  System:  Cutting off one's finger does not do any 
  health levels of damage, but it hurts like hell and 
  requires a Willpower roll to perform.  This ritual may 
  be cast on other vampires (at the expense of the 
  caster's fingertips...).  If the subject has no Fortitude, 
  
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  she may soak fire with his Stamina.  If the vampire has 
  Fortitude, she may soak fire with her Stamina + 
  Fortitude.  The effects of the ritual last for one hour 
  per success. 
   
  Heart of Stone 
   
  A koldun under the effects of this ritual experience 
  the transformation suggested by the rituals name: her 
  heart is completely transmuted to solid rock, rendering 
  her virtually impervious to staking.  The koldun's 
  emotional capacity becomes almost nonexistent, and 
  her ability to relate to others suffers as well. 
   
  System:  This ritual require nine hours (reduced 
  by one hour for every success) and a candle made with 
  four points of blood.  It can only be cast on oneself.  
  The caster lies naked on a flat stone surface and places 
  the bare candle over her heart.  The candle burns 
  down to nothing over the course of the ritual, causing 
  one aggravated health level of damage (difficulty 5 to 
  soak with Fortitude).  At the end of the ritual, the 
  caster's heart hardens to stone.  The benefits of this 
  are that the caster gains a number of additional dice 
  equal to twice her Koldunic Sorcery rating to soak any 
  attack that aims for her heart and is completely 
  impervious to the effects of Shaft of Belated 
  Quiescence (The Guide to the Camarilla, page 112), 
  and the difficulty to use all Presence powers on her are 
  increased by three due to her emotional isolation.  The 
  drawbacks are as follows: the caster's Conscience and 
  Empathy scores drop to 1 (or to 0 if they already were 
  at 1) and all dice pools for Social rolls except those 
  involving Intimidation are halved (including those 
  required to use Disciplines).  All Merits that the 
  character has pertaining to positive social interaction 
  (e.g. Animal Magnetism or Sanctity) are neutralized.  
  Heart of Stone lasts as long as the caster wishes it to. 
   
  Invisible Chains of Binding 
   
  This ritual allows the koldun to create a 
  supernatural force that holds a victim immobile.  The 
  victim is actually chained with invisible and intangible 
  chains that force him to remain where he is.  The 
  victim may try to move, but the chains are too strong 
  to break 
   
  System:  The koldun spends four blood points and 
  recites an incantation that takes 5 minutes.  Victims 
  can try to break the chains by getting two successes in 
  a Strength roll (difficulty 8).  Up to four victims may 
  be chained through the use of this ritual. 
   
  Mirror Walk 
   
  The koldun can step into any sheet of glass large 
  enough for her to crawl through, and use it as a 
  supernatural portal and transport to the any sheet of 
  glass large enough for her to exit.  The vampire may 
  use this ritual to transport from place to place, but it is 
  especially useful during escapes.  The mirror 
  "liquefies" when the koldun steps through, forming 
  ripples.  Once the vampire has stepped through, it 
  reverts to its original shape, but the vampire cannot be 
  seen. 
   
  System:  The koldun must prepare ahead of time a 
  green emerald, usually on a ring.  The koldun crushes 
  the emerald and stirs it into a bowl contain four blood 
  points and a handful of earth.  She must stir it counter 
  clockwise for 30 minutes while reciting the 
  incantation.  During the ritual the liquid turns white.  
  At the end of the ritual, the emerald will reform itself 
  at the bottom of the bowl.  Anytime the koldun wishes 
  to go through a mirror, she needs it hold it in front of 
  her as she approaches the mirror.  She may take one 
  object, up to the size of a person, including a person, 
  through the mirror as long as she has contact with it in 
  her other hand.  If anyone tries to enter after the 
  vampire has stepped through, but before the mirror 
  stops rippling, the individual is cut in half.  Half ends 
  up in front of one mirror, while the other half ends up 
  in front of the other.  The Storyteller may wish to 
  allow the individual a roll using Dexterity + Dodge 
  (difficulty 7) to see if he makes it through without 
  getting killed. 
   
  Reconnect to the Earth 
   
  Koldun have a very distinct connection to the land.  
  It is this connection that allows them to practice 
  Koldunic Sorcery.  Performed as often as weekly, this 
  ritual reconnects the koldun with eldritch magic of the 
  old world. 
   
  System:  After spilling four points of blood onto 
  a patch of dirt then ingesting this soil, a koldun may 
  lower the difficulty of any Koldunic Sorcery rolls she 
  makes over the next three nights by one.  Multiple 
  uses of Ties that Bind have no effect - the koldun gains 
  no greater benefit if he uses this ritual more than once 
  in three nights. 
   
  Respect of the Animals 
   
  The koldun who casts this ritual may travel through 
  the wilderness without danger from animals.  Animals 
  will not be afraid of the vampire, nor will they dislike 
  her.  Animals will accept the vampire as an equal and 
  allow her to pass, though they will not aid the vampire 
  in anyway. 
   
  System:  The koldun must soak an article of 
  clothing in four blood points while reciting this ritual.  
  After the ritual is cast, any time the koldun wears that 
  
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  piece of clothing; she has the Merit Inoffensive to 
  Animals.  The clothing must be physically visible when 
  worn for this ritual to work. 
   
  Soul of the Land 
   
  This extremely powerful ritual grants the caster an 
  almost complete identification with her domain.  She 
  becomes "one with the land" and, through this 
  intimate connection, instantly knows of anything that 
  threatens the land or its creatures.  She can tell if 
  something is wrong with the soil (and thus give advise 
  on how to ameliorate the problem).  Additionally, she 
  knows the location of any hostile forces, can predict 
  weather patterns that affect her domain, and can 
  exercise subtle control over the features of the land 
  itself.  She can cause trees to move slightly to obscure 
  paths through forests, change the course of streams or 
  widen them to make crossing difficult or cause 
  boulders to rise out of the earth to block a mountain 
  pass. 
   
  System:  This ritual only works on the koldun's 
  home soil. Become One With the Land can be cast 
  prior to this to affect that same area.  The caster buries 
  herself in a grave near the center of her domain, 
  remaining within the earth for one day.  Upon arising 
  the following evening, she imbibes an infusion of her 
  blood (four blood points) combined with the soil in 
  which she has lain.  The effects last for a week.  
  Periodic expenditures of blood (four blood points per 
  week) can maintain the connection indefinitely.  If a 
  week passes without the caster spilling her blood into 
  the ground, the connection breaks; the caster must 
  repeat the ritual to reestablish her tie with the land.  
  The Storyteller should assist the player in determining 
  the precise manifestations of this ability so that its uses 
  don't wreak undue havoc on the story. 
   
  Ties That Bind 
   
  Before a koldun can learn a new way, her teacher 
  performs this ritual and removes one of the koldun's 
  ribs (through vicissitude or other means).  A mystical 
  symbol representing the particular way the koldun 
  intends to learn is inscribed onto the bone, and then 
  implanted back into the body.  Koldun cast this ritual to 
  symbolically lend part of themselves to the essence of 
  the land.  In return, they are granted the ability to 
  practice the spiritual magic that is Koldunic Sorcery. 
   
  System:  This ritual is cast by the teacher of 
  Koldunic Sorcery on his student.  The teacher must 
  remove one of the ribs of the student and soak it in 
  his own blood for one hour while chanting an 
  incantation of the ancient ways and the way that is 
  being taught to the student.  At the end of the 
  incantation, the student must inscribe the symbol for 
  her new chosen path and then implant it back in her 
  own body.  Successfully casting this ritual allows the 
  koldun student to spend one less Experience Point for 
  the first level of the chosen way per success scored on 
  the activation.  It has no effect on learning levels 
  beyond the first. 
   
  Ward Versus Kindred 
   
  This has the same effect as the Level Two ritual 
  Ward Versus Ghouls but works against Kindred.  This 
  does not affect kuei-jin (see Kindred of the East).  It 
  requires that the koldun use four of her own blood 
  points in making the glyph. 
   
  Warding Circle Versus Kindred 
   
  This has the same effect as the Level Two ritual 
  Warding Circle Versus Ghouls but works against 
  Kindred.  This does not affect kuei-jin (see Kindred of 
  the East).  It requires that the koldun use four of her 
  own blood points. 
   
  Level Five Rituals 
   
  Blood Contract 
   
  This ritual creates an unbreakable agreement 
  between the two parties who sign it.  The contract 
  must be written in the caster's blood and signed in the 
  blood of whoever applies their name to the document.  
  This ritual takes three nights to enact fully, after which 
  both parties are compelled to fulfill the terms of the 
  contract. 
   
  System:  This ritual is best handled by the 
  Storyteller, who may bring those who sign the blood 
  contract into compliance by whatever means necessary 
  (it is not unknown for demons to materialize and 
  enforce adherence to certain blood contracts).  The 
  only way to terminate the ritual is to complete the 
  terms of the contract or to burn the document itself.  
  One blood point is consumed in the creation of the 
  document, and an additional blood point is consumed 
  by those who sign it.  No other blood is required. 
   
  Conjure Greater Demon 
   
  This ritual is similar to Conjure Lesser Demon, 
  except a mighty entity of the Old Country appears.  
  Such a being is not generally subject to intimidation; it 
  must be coaxed to serve and has no qualms about 
  destroying the koldun should the offer not be to its 
  liking.  For this reason, koldun rarely use this ritual. 
  
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  System:  This ritual requires five blood points to 
  be spent, and the name of the spirit to be conjured 
  must be written into the pool. 
   
  Dominion 
   
  This ritual makes a highly effective defense.  It 
  requires three hours to setup and lasts for an entire 
  week.  The ritual is cast upon a specific location no 
  larger than 500 cubic feet.  The ritual prevents the uses 
  of Animalism, Auspex, Dominate, and Presence 
  performed by anyone except the caster within its 
  bounds. 
   
  System:  This ritual requires the koldun to soak 
  five iron disks in blood.  Each disk must be soaked in 
  one blood point while reciting the incantation.  At the 
  end of the ritual, four of the disks must be placed on 
  the walls of the room and one on the floor.  There 
  may be more or less disks used depending on the 
  number of walls in the room. 
   
  Eyes of the Beast 
   
  The vampire is able to mystically see through the 
  eyes of an animal for 24 hours.  The animal must be 
  chosen and touched on the head by the koldun for this 
  ritual to take effect.  The koldun will then see whatever 
  the animal sees, but will have no control over what the 
  animal looks at or does.  The koldun must close her 
  eyes in order to see what the animal sees. 
   
  System:  The koldun must touch the animals head 
  while reciting this 5 minute incantation.  No blood is 
  required for this ritual. 
   
  The Inmost Tug 
   
  This ritual allows a koldun to manipulate the 
  emotions of a being bound in a Blood Bond.  For 
  example, the love instilled by a Blood Bond could be 
  debased to lust, or refined to fraternal devotion.  This 
  ritual can even be used to warp a Blood Bond into 
  fear, hate or other negative emotions. 
   
  System:  Unlike most Koldunic Rituals, this 
  requires no blood sacrifice or other dross; it can be 
  activated with a single word and a gesture.  By making 
  a Manipulation + Empathy roll (difficulty of the 
  victim's Willpower) in addition to the roll to activate 
  the ritual, the koldun can manipulate the emotions 
  caused by a blood bond. 
   
  Shadow Walk 
   
  This ritual allows the koldun to cross the Shroud 
  into the Shadow Lands.  The koldun ritualistically kills 
  herself and reawakens in the Shadow Lands. 
   
  System:  The koldun recites an incantation over a 
  ritualistic dagger.  At the end of the incantion, the 
  koldun stands with her back to a pool of water, stabs 
  the knife into her own heart (it does no damage) and 
  falls backwards into the water.  As she hits the water, 
  she is taken through the Shroud to the Shadow Lands.  
  She must do the same ritual to get back.  This ritual 
  does not require blood. 
   
  Stone Slumber 
   
  This ritual creates a nearly impregnable protection 
  for a sleeping vampire.  The caster must begin the 
  ritual two hours before dawn.  At sunrise, once the 
  ritual is finished, the caster becomes solid stone.  Just 
  like a stone statue, the koldun can be transported from 
  place to place, even in direct sunlight, and will remain 
  suspended in that state until the following sunset.   
   
  System:  The koldun must mix two blood points 
  with ground up stone or earth and drink the 
  concoction after reciting a simple incantation.  The 
  transformation takes two hours during which time the 
  koldun must remain perfectly still.  Awakening from 
  this form requires the expenditure of three blood 
  points.  The koldun is completely protected from stakes 
  and most type of flame and heat, but pieces can be 
  broken off.  Most kinds of communication and 
  telepathy are impossible, as the koldun's mind is 
  dormant. 
   
  Umbra Walk 
   
  This ritual allows the koldun to pass through the 
  Gauntlet into the Umbra.  The koldun casts this ritual 
  while standing on a mirror in a circle of salt. 
   
  System:  This koldun must use a mirror at least 3 
  feet by 3 feet.  She stands on the mirror and spills salt 
  in a circle around her while reciting the incantation.  
  When the circle is complete, she is pulled into the 
  mirror and appears in the Umbra.  She must reenact 
  the ritual to leave the umbra again.  This ritual does 
  not require blood. 
   
  Ward Versus Spirits 
   
  This has the same effect as the Level Two ritual 
  Ward Versus Ghouls but works against Spirits.  It 
  requires that a handful of sea salt to be stirred into the 
  blood and requires five blood points. 
   
  Ward Versus Wraiths 
   
  This has the same effect as the Level Two ritual 
  Ward Versus Ghouls but works against Wraiths.  It 
  requires that a handful of powdered marble from a 
  
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  tombstone to be stirred into the blood and requires 
  five blood points. 
   
  Ward Versus Demons 
   
  This has the same effect as the Level Two ritual 
  Ward Versus Ghouls but works against Demons.  It 
  requires four blood points and one blood point worth 
  of holy water. 
   
  Warding Circle Versus Spirits 
   
  This has the same effect as the Level Two ritual 
  Warding Circle Versus Ghouls but works against 
  Spirits.  It requires that a handful of sea salt to be 
  stirred into the blood and now requires five blood 
  points. 
   
  Warding Circle Versus Wraiths 
   
  This has the same effect as the Level Two ritual 
  Warding Circle Versus Ghouls but works against 
  Wraiths.  It requires that a handful of powdered 
  marble from a tombstone to be stirred into the blood 
  and now requires five blood points. 
   
  Warding Circle Versus Demons 
   
  This has the same effect as the Level Two ritual 
  Warding Circle Versus Ghouls but works against 
  Demons.  It requires four blood points and one blood 
  point worth of holy water. 
   
  Warrior's Heart 
   
  The koldun using this ritual may temporarily 
  increase her abilities and attributes as a warrior. 
   
  System:  The koldun must spend five blood points 
  and write her name in the earth.  This ritual grants the 
  koldun two dots of Strength, one dot of Dexterity, and 
  one dot in Stamina.  The koldun's Courage is also 
  increased by three points.  Even beyond this, the 
  vampire gains two extra points in her Brawl and 
  Leadership Talents.  The effect lasts as long as her 
  name is written in the earth.  After 20 minutes, 
  though, she takes one unsoakable level of lethal 
  damage per minute until her name is erased.  After the 
  effects disappear, she must rest within two hours or 
  she will take one level of unsoakable aggravated 
  damage every 10 minutes until she rests.  She must rest 
  for at least one hour. 
   
  Level Six Rituals 
   
  Change the Home Soil 
   
  This ritual allows the koldun to change his 
  homeland, usually only useful if the koldun is Tzimisce.  
  For instance, if the koldun's home land is Berlin, 
  Germany but she spends most of her time in Los 
  Angeles, California, she can change her home land to 
  Los Angeles forfeiting her rights to Berlin in the 
  process. 
   
  System:  The koldun must spend one Willpower 
  point and mix six points of blood with six handfuls of 
  the soil from the area that she wishes to make her 
  homeland.  She must then consume the mixture in its 
  entirety.  After the mixture is consumed, she recites a 
  short incantation naming her old home and her new 
  one.  Her homeland is then changed.  She does not get 
  the new land and her old land to call home, only the 
  new one. 
   
  Create Vozhd 
   
  This ritual, combined with Vicissitude, enables its 
  practitioner to create a vozhd war ghoul (see Book of 
  Storyteller Secrets for the creatures statistics).  The 
  koldun must gather a sizable number of ghouls - at 
  least 15, though 20 or more are commonly employed.  
  The ghouls may be human or animal, and all must be 
  force-fed a concoction of each other's blood (a blood 
  point of the mixture will suffice).  Once this is done, 
  the ritual begins. 
   
  System:  The ritual consists of a continuous 
  chant, which the koldun must utter while using 
  Vicissitude to mold the ghouls into a composite 
  creature.  The casting Tzimisce does not have to be 
  the "sculptor" of the vozhd, though most prefer at least 
  to participate in the flesh shaping.  The ritual takes 
  (the number of ghouls used - 7) hours to cast, and the 
  caster must maintain the chant without interruption 
  for the duration of the casting.  If this requires the 
  caster to remain awake after daylight, she must make 
  the rolls to do so. 
   
  Destruction of Mortal Bonds 
   
  This is an incredibly powerful ritual and should be 
  used with discretion.  This simple incantation takes 10 
  minutes to recite and requires that the caster drip six 
  blood points (not necessarily hers) onto the object to 
  be opened. 
   
  System:  During the 10 minute incantation, the 
  koldun lets six blood points flow over the seal to be 
  opened.  That seal can never be closed again.  This 
  includes manacles, handcuffs, chests, boxes, windows, 
  
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  doors, safes, zippers, wounds, walls, books, eyes, 
  mouths, throttles, holes in the earth, and the mouths 
  of volcanoes.  It also opens dimensional boundaries 
  that are tied to physical objects, and permanently 
  destroys wards.  Not included are Blood Bonds, 
  mental control or slavery.  Storytellers must arbitrate 
  in all cases. 
   
  Transfer Essence 
   
  This ritual transfers the koldun’s soul, Mental 
  Attributes, Charisma, Manipulation, Abilities, and 
  vampiric Disciplines into a new body.  The body must 
  be that of a freshly killed human.  The old body 
  crumbles to dust. 
   
  System:  Ahead of time, the koldun must place six 
  of her blood points into a container and enact the 
  ritual.  After that, if the koldun wishes to transfer to a 
  new body, she coats her eyes and the body’s eyes in 
  the blood and feeds the rest of it to the body.  The 
  koldun then makes a Stamina + Medicine roll (difficulty 
  the number of hours the body has been dead).  If 
  successful, the transfer takes only a few moments.  If 
  failed, the dead body crumbles to dust.  If botched, the 
  koldun meets final death.  This ritual cannot be used on 
  a body that has been dead for more that 10 hours. 
   
  Level Seven Rituals 
   
  Chill of the Wind Saber 
   
  This ritual enables the koldun to create a sheet of 
  telekinetic force so thin and so accurate that it can 
  decapitate anyone.  The effects of this ritual are 
  additionally terrifying because all the viewers see is the 
  head separating from the body.  The effects of this 
  ritual are deadly to almost any creature with a head, 
  including vampires. 
   
  System:  The koldun must use seven blood points 
  to draw a circle on open ground large enough for her 
  to lay in.  She must then lie down inside the circle and 
  concentrate on the identity of the victim while reciting 
  the 15 minute long incantation.  At then end of the 
  incantation, the koldun must cut her own throat with a 
  piece of glass enough to do one level of lethal damage.  
  The koldun and victim then compete in a contested 
  roll.  The koldun rolls Perception + Empathy (difficulty 
  8) and the victim rolls Dexterity + Empathy (difficulty 
  9).  If the victim loses the roll, he loses his head. 
   
  Divorcing the Soul 
   
  This is a devastating ritual that separates one's 
  spirit from its physical element, although the spirit is 
  kept imprisoned in the body.  The affected individual 
  cannot use or regain Willpower, all of her Abilities and 
  Virtues drop to one, and she becomes almost 
  incapable of creative thought.  She has no motivation, 
  little emotion (Empathy 0) and is twice as susceptible 
  to mind attacks and control if Dominate, Presence or 
  the like are used against her.  She becomes lethargic, 
  careless, depressed, and slow.  The true strength of 
  this spell is that it can be used on a nearly limitless 
  number of people.   
   
  System:  During the ritual, the koldun drops seven 
  blood points or more in a circle around the subject 
  while reciting the chant with each drop.  The target 
  could be a single person, a house, an office building, a 
  city block or even a city.  The caster must be walking 
  (one blood point per pace), so after the initial seven 
  hour incantation, the ritual can take anywhere from 10 
  minutes to several years to complete.  The 
  enchantment stays in effect until one of the points of 
  blood is destroyed.  Still, even if the blood is dispersed 
  over a wide area, it is only a matter of time before one 
  is disturbed. 
   
  Shadow of the Wolf 
   
  This powerful ritual actually lets the koldun 
  become a Lupine for one night.  The player must 
  develop a separate Lupine character using the 
  characters basic statistics.  The type of Lupine depends 
  on the exact nature of the ritual.  There are several 
  variations of this ritual; each imbues a different form.  
  The koldun is subject to the same limitations and 
  advantages that all Lupines possess. 
   
  System:  The exact nature of the ritual is up to 
  the Storyteller.  It requires three blood points of 
  human blood, three blood points of wolf blood, and 
  one blood point of the koldun's blood.  Beyond that, 
  it’s up to the Storyteller.  It is recommended that the 
  Storyteller 
  be 
  familiar 
  with 
  Werewolf: 
  the 
  Apocalypse if he is going to allow this ritual. 
   
  Level Eight Rituals 
   
  Bone of the Kindred 
   
  This two-night ritual creates an enchanted weapon 
  made of bone or ivory.  The ritual requires the 
  lifeblood of a Kindred.  The blood is absorbed into 
  the weapon and cannot be used for any other purpose.  
  The enchanted weapon inflicts aggravated wounds.  
  When in use, the weapon seems to "drink" any blood 
  that is on it. 
   
  System:  This ritual requires 36 consecutive hours 
  to complete.  The total number of kindred blood 
  required is eight blood points.  In battle, a sword will 
  
  Koldunic Sorcery 1.1 
   
  Page 25 
  Written by: Dan Maschmeier 
   
  26 Jul 00 
  inflict Strength + 4 dice of aggravated damage and a 
  dagger or knife will inflict Strength + 2 dice of 
  aggravated damage.  Both are difficulty 5 to wield.  If 
  an arrow is created, it does damage based on the type 
  of bow used +1.  For example, a small bow has a base 
  damage of 2 but when using arrows made with this 
  ritual it has a base damage of 3.  Eight blood points 
  must be used per arrow created. 
   
  Level Nine Rituals 
   
  Dracul 
   
  Besides the obvious prerequisite (Koldunic 
  Sorcery 9+), the caster must have a Vicissitude score 
  of 6+ to employ this ritual; only two Tzimisce, 
  including the Dracon of Byzantium, are known to 
  have used it.  This ritual imbues the Fiend with 
  primordial energies of the Old Country, transforming 
  the vampire into a hideous dragon. 
   
  System:  The koldun's Strength rating triples, her 
  Stamina doubles, and he sprouts a scaly hide equal to 
  Class 4 Armor.  The dragon may drink blood 
  normally, and may also choose to consume the flesh 
  of slain foes; an entire human corpse (12 health levels) 
  may be chewed up and eaten per turn, provided the 
  dragon does nothing but eat.  For each Health Level 
  of flesh "digested," the koldun may regurgitate a fiery 
  acid inflicting one Health Level of aggravated damage 
  per "point" invested in it (maximum of six Health 
  Levels vomited per shot).  The koldun gains an 
  additional five "Bruised" Health Levels, but all 
  difficulties to hit her are reduced by one (she's 
  enormous). 
   
  Weapon of the Kindred Soul 
   
  This ritual creates an enchanted weapon must like 
  the "Bone of the Kindred" weapon from the above.  
  The ritual requires the lifeblood of a Kindred who is 
  also an expert in the use of the weapon to be 
  enchanted.  As above, this blood is absorbed and may 
  not be used in any other way.  The weapon created by 
  this ritual becomes the vessel for the slain Kindred's 
  soul and Willpower.  The koldun conducting the ritual 
  has a great deal of control over the weapon's new 
  personality and goals, and commonly imbues the 
  weapon with an overriding desire to protect the koldun. 
   
  System:  This ritual requires nine blood points 
  from a vampire and is created like "Bone of the 
  Kindred" though it takes 48 hours. The weapon 
  maintains all of the Abilities, Disciplines, etc. of the 
  Kindred slain to create it, but all of its memories seem 
  distant and unimportant.  The weapon is given a new 
  name during the ritual, and can communicate with its 
  user telepathically.  In effect, the weapon is a 
  freethinking being with its own goals, Abilities and 
  mystical Disciplines. 
   
  Author’s Note: 
   
  The works contained within these pages are only 
  my view of how I think Koldunic Sorcery works.  
  These are not official rules as released by White Wolf 
  nor am I attempting to infringe on the copyright of 
  their published works.  This is simply my 
  interpretation of and expansion upon the rules 
  originally published by White Wolf in Blood Magic: 
  Secrets of Thaumaturgy. 
   
  I decided to publish this because I felt that 
  Koldunism and Koldunic Sorcery were incomplete 
  primarily due to the fact that the books published for 
  the game Vampire: the Dark Ages mentioned a Way 
  of Nature which did not show up in Blood Magic 
  and in Children of the Night, mention was made of a 
  Way of Blood which was also not found in Blood 
  Magic.   
   
  Children of the Night has characters that do not 
  follow the rules laid out here for Koldunic Sorcery.  
  As with all things in the World of Darkness that is 
  perfectly fine.  Any Storyteller has the right to change 
  any rule they wish which is one of the best parts about 
  Role Playing Games and I think White Wolf definitely 
  has the right to do whatever the hell they want with 
  their game.  If you are looking for a way to explain 
  differences or contradictions between rules or books, 
  spend the ever-popular Storyteller point and say, 
  “Because I’m the Storyteller and I said so,” or use the 
  “POOF!” method outlined by White Wolf in the 
  FAQ for Vampire: the Masquerade Revised. 
   
  Remember, above all this game is supposed to be 
  fun, not about rules. 
   
   
  The End! 
  
SOURCE: textdata/thevault/Storyteller [multi]/World of Darkness (WoD) [multi]/Vampire/Vampire (oWoD)/Misc/The Koldun's Companion.pdf