Koldunism

Koldunic Sorcery is a sub-Discipline of Blood Magic, though it works in slightly different ways, and rarely requires use of wet vitae. These sub-Disciplines can only be learned if the character has the corresponding dot in Blood Sorcery, AND it requires teaching, one night per dot level for both rituals and powers. There are five types of Koldunic Sorcery available, and it can be learned by mortals. Powers  

Way of the Earth

Level 1

Grasping Soil

  The koldun may immobilize a target in the earth. Roll Blood Sorcery + Occult vs the targets Resolve + Potence, if available.   Cost: 1 Rouse  

Level 2

Wave of Earth

  The koldun calls upon the spirits of the Earth, and causes the ground around them to wave like water. Roll Blood Sorcery + Occult vs the target's Dex + Ath. On a win, the targets are knocked flat, and take the caster's Willpower in Superficial damage.   Cost: 1 Rouse  

Level 3

Wall of Earth

  The koldun can create a wall of earth to defend themselves or an area. The amount the wall can shield is the caster's Willpower + Blood Sorcery.   Cost: 1 Rouse  

Level 4

Golem

  The koldun can create a construct of their desired shape from earth. The Construct shares their physical attributes, and Willpower, as well as having access to any physical Disciplines the caster knows.   Cost: 2 Rouse  

Level 5

Earth Fury

  The koldun can cause an earthquake over a wide area, wrecking havoc and untold devastation on enemies. Roll Blood Sorcery + Occult vs enemies in the area Dex + Ath. On a win, enemies are knocked flat, and take the caster's Willpower doubled as Superficial.   Cost: 2 Rouse  

Way of the Wind

 

Level 1

Biting Gale

  The koldun can create freezing winds that harm a target. Blood Sorcery + Occult vs the target's Stamina + Fortitude. Number of successes over is damage dealt.   Cost: 1 Rouse  

Level 2

Ride the Tempest

The koldun can ride the wind to any single destination. They cannot change direction once en route.   Cost: 1 Rouse  

Level 3

Blast of Air

  The koldun can summon a blast of air that harms the target, and knocks them flat. Blood Sorcery + Occult vs the target's Dex + Ath. On a success, the target is knocked flat, throw a distance equal to five meters per Blood Sorcery dot, and takes the caster's Willpower in Superficial damage.   Cost: 1 Rouse  

Level 4

Wall of Air

  The koldun can surround themselves or an area in a wall of air, the currents so strong they can stop bullets. The wall can take the caster's Willpower + Blood Sorcery in damage.   Cost: 1 Rouse  

Level 5

Fury of the Night Sky

  The koldun summons an incredible storm, blotting out the sky, summoning lightening bolts and sheets of freezing rain. How this storm effects things is up to the ST, but it is a force to be reckoned with, and completely uncontrollable.   Cost: 2 Rouse  

Way of Water

Level 1

Floor of Glass

  The koldun can walk on water.   Cost: Passive  

Level 2

Watery Haven

  The koldun may merge with the water in the same way Protean allows in Earth Meld; this even protects from the sun.   Cost: 1 Rouse  

Level 3

Minions of the Deep

  The koldun can summon a water elemental to do their bidding. The caster must roll Blood Sorcery + Occult vs a difficulty of 3   Cost: 1 Rouse  

Level 4

Blast of Water

  The koldun can manipulate water in the area around them, forming it into a blast to harm foes. Roll Blood Sorcery + Occult vs target's Dex + Ath. Damage is Willpower + Blood Sorcery.   Cost: 2 Rouse  

Level 5

Doom Tide

  The koldun can create a massive whirlpool which sinks ships and drags targets to the bottom of the sea. Any enemies caught within must roll Dex + Ath to escape.   Cost: 2 Rouse  

Way of Fire

 

Level 1

Immunity to Flame

  Kindred are immune to fire Frenzy. Add the koldun's Blood Sorcery + Occult to Soak for damage from fire.   Cost: Passive  

Level 2

Combust

  The koldun can cause a target to instantly combust. Roll Blood Sorcery + Occult vs Stamina + Fortitude. On success, the target bursts into flame and takes Bane Severity in Agg Damage. Continues to take Bane Severity until they put themselves out.   Cost: 1 Rouse  

Level 3

Wall of Magma

  The koldun pulls a wall of magma from the earth to shield themselves or an area. The wall can take Blood Sorcery + Willpower in damage.   Cost: 1 Rouse    

Level 4

Manipulate the Flame

  The koldun can control flame in their immediate area. If used to attack, Blood Sorcery + Occult vs the target's Dex + Ath. Damage is Blood Sorcery + Willpower in Aggravated.   Cost: 2 Rouse  

Level 5

Volcanic Blast

  The koldun can cause a volcanic geyser to erupt within their line of sight. The effects of this are up to the Storyteller.   Cost: 2 Rouse  

Way of the Spirit

 

Level 1

Spirit Sight

  The koldun can see spirits and the Umbra, and converse them through the Gauntlet. They cannot cross, or interact. But the spirits know many useful things.   Cost: 1 Rouse  

Level 2

Spirit Call

  The koldun can summon spirits to his location. This power works very well in combination with Spirit Sight. The koldun may call specific spirits, if they know the spirits name or title.   Cost: 1 Rouse  

Level 3

Spirit Binder

  The koldun can bind a spirit to an object, and create a Fetish. A Fetish is an object which contains the power or aspect of the bound spirit. The koldun must roll Blood Sorcery + Occult vs a diff of 5 once Roused.   Cost: 1 Rouse  

Level 4

Spirit Lash

  The koldun can produce a whip of spirit energy and use it to harm spirits. The koldun must Rouse, and then roll Blood Sorcery + Occult vs the spirit's Gnosis. If the koldun wins, then damage is Blood Sorcery + Occult. Only affects spirits.   Cost: 1 Rouse  

Level 5

Gateway to the Otherside

  The koldun can Step Sideways into the Umbra. They must Rouse, then roll Blood Sorcery + Occult vs the local Gauntlet rating. They may not take anyone with them, and may only take items which can fit on their person.   Cost: 2 Rouse