Koldunic Sorcery:  [from Blood Magic: Secrets of Thaumaturgy]

 

   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 in nature. From the magically rich and diseased 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.

  Koldunic Sorcery differs greatly from Thaumaturgy in that its practitioners do not use blood to power their abilities. Instead, Kolduns manipulate the very elements through strength of will alone. Thus, all Kolduns must make an Ego roll in addition to their Skill roll (using the skill, Koldun, instead of Thaumaturgy). This seems a great boon until one considers that the Skill roll modifier also applies to the Ego roll. A Koldun may increase her normal Ego Roll to compensate, but she is limited to a maximum bonus of +4. Even with an Ego of 20, the best Ego roll achievable is 17-. This means that even a Koldun of massive mental strength can  only pull off the most powerful spells (-6 to roll, usually) about half the time. Thaumaturgy, by contrast, is much more reliable.

 

The Way of Earth:

 

..Level 1:  “Soil Silhouette”:  1D6 Body, 4 DEF Entangle; Leaves Targets arms free (-1/4), Only vs. Target touching the ground (-1/4), Skill Roll(-1/2), Ego Roll (-1/2)

Active Cost: 25 .....Skill Roll: -2 .....END: 3 ...........................         Total Cost:  10pts

 

..Level 2:  “Unearthly Stamina”:  +4 rPD/ +4 rED Force Field; Invisible Effects (+1/2),  Skill Roll (-1/2), Ego Roll (-1/2), Prerequisite: Soil Silhouette (-1/2)

Active Cost: 12 .....Skill Roll: -1 .....END: 1 ...........................         Total Cost:  5pts

 

..Level 3:  “Soil of Death”:  Replace Soil Silhouette with;  2D6 Body, 5 DEF Entangle; Only vs. Targets touching the ground (-1/4), Skill Roll (-1/2), Ego Roll (-1/2), Prerequisite: Unearthly Stamina (-1/2)

Active Cost: 35 .....Skill Roll: -3 .....END: 4 ...........................         Total Cost:  12pts

 

..Level 4:  “Root of Vitality”:  4D6 Body Aid; Skill Roll (-1/2), Ego Roll (-1/2), Full Turn (-1), Gradual Effect: 1D6 every Turn (-1/4), Target must remain 0 DCV throughout (-1/2), Vampire Targets must spend 2 Blood END if healing Aggravated wounds (-1/4), Prerequisite: Soil of Death (-1/2)

Active Cost: 40 .....Skill Roll: -4 .....END: 4 ...........................         Total Cost:  8pts

 

..Level5:  “Dracula’s Restless Soul”:  1D6 RKA; Area Effect: Radius x4 [12”] (+1 ½), Continuous (+1), Personal Immunity (+1/4), No Range (-1/2), Skill Roll (-1/2), Ego Roll (-1/2), Full Phase (-1/2), Only vs. Targets touching the ground (-1/4), Prerequisite: Root of Vitality (-1/2)

Active Cost: 56 .....Skill Roll: -5 .....END: 6 ...........................         Total Cost:  15pts

 

 

The Way of Wind:

 

..Level 1:  “Winds of Guilt”:  8D6 Mental Illusion; Only one effect [menacing whispers] (-1), Skill Roll (-1/2), Ego Roll (-1/2), Full Turn (-1)

Active Cost: 40 .....Skill Roll: -4 .....END: 4 ...........................         Total Cost:  10pts

 

..Level 2:  “Biting Winds”:  Change Environment [Freezing Cold] 124” Area; Skill Roll (-1/2), Ego Roll (-1/2), Full Turn (-1), Prerequisite: Winds of Guilt (-1/2)

Active Cost: 40 .....Skill Roll: -4 .....END: 4 ...........................         Total Cost:  11pts

 

..Level 3:  “Winds of Lethargy”:  1D6 DEX Drain and 1D6 Running Drain; AE: Radius [8”] (+1 ½), Autofire [x3] (-1/2), Skill Roll (-1/2), Ego Roll (-1/2), Incantations (-1/4), Gestures (-1/4), Full Turn (-1), Prerequisite: Biting Winds (-1/2)

Active Cost: 60 .....Skill Roll: -6 .....END: 18 ...........................         Total Cost:  15pts

 

..Level 4:  “Traveling Winds”:  5” Flight, 24x NCM; Skill Roll (-1/2), Ego Roll (-1/2), NCM Flight Only (-1/2), Prerequisite: Winds of Lethargy (-1/2)

Active Cost: 35 .....Skill Roll: -3 .....END: 4 ...........................         Total Cost:  11pts

 

..Level 5:  “Body of Zephyr”:  Desolidification w/ 0 END (+1/2) & 2xNCM Running; Skill Roll (-1/2), Ego Roll (-1/2), Full Turn (-1), Incantations (-1/4), Gestures (-1/4), Concentration: 0 DCV (-1/2), Prerequisite: Traveling Winds (-1/2)

Active Cost: 65 .....Skill Roll: -6 .....END: 0 ...........................         Total Cost:  14pts

 

 

The Way of Water:

 

..Level 1:  “Pools of Illusion”:  Images vs. Sight and Sound, -5 to Per Roll; Skill Roll (-1/2), Ego Roll (-1/2), Full Phase (-1/2), Only above bodies of water (-1/2)

Active Cost: 30 .....Skill Roll: -3 .....END: 3 ...........................         Total Cost:  10pts

 

..Level 2:  “Watery Solace”:  1” Tunneling through DEF 2 material, Fill in hole behind self; Invisible Power Effects (+1/2), Only vertical movement (-1), Limited to 6” depth (-1/2), Only beneath bodies of water (-1/2), Skill Roll (-1/2), No Ego Roll! (-0) Prerequisite: Pools of Illusion (-1/2)

Active Cost: 27 .....Skill Roll: -2 .....END: 1 ...........................         Total Cost:  7pts

 

..Level 3:  “Water Walk”:  10” Flight; 0 END (+1/2), Skill Roll (-1/2), Ego Roll (-1/2), Full Phase (-1/2), Only to walk on water (-1), No faster than caster can normally run (-1/2), Prerequisite: Watery Solace (-1/2)

Active Cost: 30 .....Skill Roll: -3 .....END: 0 ...........................         Total Cost:  6pts

 

..Level 4:  “Watery Minions”:  Summon 2 Watery Minions* (50pts each), Loyal to Summoner (+15pts); Skill Roll (-1/2), Ego Roll (-1/2), Full Turn (-1), 2x END (-1/2), Incantations (-1/4), Gestures (-1/4), Prerequisite: Water Walk (-1/2)

Active Cost: 60 .....Skill Roll: -6 .....END: 12 ...........................         Total Cost:  13pts

 

*Typical Watery Minion: STR: 15, DEX: 15, CON: 10, BODY: 10, INT: 6, EGO: 8, PRE: 10

                                                PD: 8, ED: 2, SPD: 3, REC: 5, END: 20, STUN: 23

                                                1D6 HKA (2D6 w/ STR), Armor: +3 PD/ +3 ED

                                                Stealth Skill: 12-

 

..Level 5:  “Doom Tides”:  30STR Telekinesis; Explosive (+1/2), Only to pull people or objects underwater (-1), Skill Roll (-1/2), Ego Roll (-1/2), Full Phase (-1/2), Incantations (-1/4), Gestures (-1/4), Prerequisite: Watery Minions (-1/2)

Active Cost: 67 .....Skill Roll: -6 .....END: 7 ...........................         Total Cost:  15pts

 

 

 

 

 

The Way of Fire:

 

..Level 1:  “Shatter”:  2D6 Body Drain; Autofire (+1/2), ½ END (+1/2), Only vs. inanimate object smaller than a motorcycle (-1), Skill Roll (-1/2), Ego Roll (-1/2), Full Phase (-1/2)

Active Cost: 40 .....Skill Roll: -4 .....END: 7 ...........................         Total Cost:  11pts

 

..Level 2:  “Rouse the Molten Rock”:  1D6+1 RKA; AE: one hex (+1/2), Continuous (+1), Only vs. ground targets (-1/2), Skill Roll (-1/2), Ego Roll (-1/2), Full Phase (-1/2), Incantations (-1/4), Gestures (-1/4), Prerequisite: Shatter (-1/2)

 Active Cost: 50 .....Skill Roll: -5 .....END: 5 ...........................         Total Cost:  12pts

 

..Level 3:  “Gates of Magma”:  1D6+1 RKA; Explosive (+1/2), ½ END (+1/4), Continuous (+1), Hole in the Middle (+1/4), Skill Roll (-1/2), Ego Roll (-1/2), Full Phase (-1/2), Incantations (-1/4), Gestures (-1/4), Concentrate: ½ DCV (-1/4), Prerequisite: Rouse the Molten Rock (-1/2)

Active Cost: 60 .....Skill Roll: -6 .....END: 3 ...........................         Total Cost:  16pts

 

Level 4:  “Heat Wave”:  2D6 RKA & 1D6 Ranged Drain vs. Blood Pool; Skill Roll (-1/2), Ego Roll (-1/2), Incantations (-1/4), Gestures (-1/4), Only vs. ground targets (-1/2), Prerequisite: Gates of Magma (-1/2)

Active Cost: 45 .....Skill Roll: -4 .....END: 5 ...........................         Total Cost:  12pts

 

Level 5:  “Volcanic Blast”:  2D6 RKA; Explosive [-1DC/ 3”] (+1), Skill Roll (-1/2), Ego Roll (-1/2), Incantations (-1/4), Gestures (-1/4), Full Phase (-1/2) Only vs. ground targets (-1/2), Prerequisite: Heat Wave (-1/2)

Active Cost: 60 .....Skill Roll: -6 .....END: 6 ...........................         Total Cost:  15pts

 

 

The Way of Spirit:

 

..Level 1:  Spatial Awareness, 360* ; Skill Roll (-1/2), Ego Roll (-1/2), Full Phase (-1/2), Costs END (-1/2)

Active Cost: 35 .....Skill Roll: -3 .....END: 4 ...........................         Total Cost:  11pts

 

..Level 2:  Clairsentience w/ Spatial Awareness, 4x Range [1/2 mile]; Skill Roll (-1/2), Ego Roll (-1/2), Full Phase (-1/2), Prerequisite: level 1 (-1/2)

Active Cost: 30 .....Skill Roll: -3 .....END: 3 ...........................         Total Cost:  10pts

 

..Level 3:  Telescopic Spatial Awareness: +6 vs. Range

Active Cost: 9 .....Skill Roll: -0 .....END: 0 ...........................         Total Cost:  9pts

 

..Level 4:  Clairsentience w/ Spatial Awareness, 32x Range [3 miles]; Skill Roll (-1/2), Ego Roll (-1/2), Full Phase (-1/2), Prerequisite: level 3 (-1/2)

Active Cost: 45 .....Skill Roll: -4 .....END: 5 ...........................         Total Cost:  +5pts

 

..Level 5:  Astral Sense, N-Ray, Telescopic [+6 vs. Range]; Skill Roll (-1/2), Ego Roll (-1/2), Costs END (-1/2), Full Phase (-1/2), Prerequisite: level 4 (-1/2)

Active Cost: 39 .....Skill Roll: -4 .....END: 4 ...........................         Total Cost:  11pts