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