Post by Andrei on Jun 17, 2007 12:36:49 GMT
Many Tzimisce are accomplished sorcerers, though the clan as a whole lacks the Tremere prowess in the magical arts. Tzimisce who practice Thaumaturgy are known as koldun and earn respect from their peers. Paths commonly practiced by Tzimisce include Lure of Flames, Spirit Thaumaturgy, Elemental Mastery and Conjuring. Surprisingly, Tzimisce rarely practice the Path of Corruption, preferring to rely on alchemy and Blood Bonds to achieve similiar results.
Tzimisce magical practices differ from those of their Tremere rivals. Tzimisce emphasize the spiritual and the reverential as opposed to the Tremere's occult pragmatism. Chants, litanies and paens to all manner of entities accompany Tzimisce rituals. Many parties, including Mages, Tremere, Lasombra and the Sabbat Inquisition would be very interested in obtaining information about the specifics of Tzimisce magic.
________________________________________
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 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 elemenal correspondences that shape natural forces.
In tonight's world, only a few, very ancient Tzimisce practice Koldunic Sorcery. Those surviving koldun are very territorial, rarely surfacing long enough to make their presence known, and prefer to keep to themselves. 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.
Kindred intent on learning Koldunic must also study the unique knowledge of Koldunism.
Koldunism
* 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
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. This is a rare form of spiritual magic, no characters are likely to possess it unless they are part of the Sabbat or otherwise have a reason to research Koldunism. And as it has only just begun to circulate within the Sabbat, it is a certainty that a member of the Camarilla or Independents isn't going to be searching out this art, if she is aware of it at all.
The Ways
Way of Earth
Way of Fire
Way of Sorrow
Way of the Spirit
Way of Water
Way of Wind
Koldunic Rituals
Dark Ages
Tzimisce have long been renowned (or feared) as master sorcerers, though their preeminence has been eclipsed by the rise of the Tremere. Most Fiends have forgotten the elder magic of long-ago nights, and few who remember teach it to their childer. Nonetheless, there are a few ancients who still practice the magical Discipline of Koldunic Sorcery.
System: Koldunic Sorcery resembles Thaumaturgy (and is cast in the same manner), though it has no connection to the Hermetic practices of the Tremere. It has its own paths and rituals, which are incompatible with the magic of the Tremere though recent cooperation with House Tytalus has allowed certain Fiends to develop Koldunic equivalents of the Paths of Blood, Spirit and Flames. This power is not considered a clan Discipline, though Tzimisce with an appropriate mentor may learn the power using the posting costs for an outside-of-clan Discipline. No Fiend would ever instruct a non-Tzimisce in the Discipline.
Koldunism survives into the modern age, but is exceedingly rare. The Fiends of the Oradea League are known to practice the Discipline, as are certain Sabbat elders and their childer.
Koldunic Paths
Koldun learn a path equivalent to Spirit Thaumaturgy, known as Spirit Ways, as their first Path. Other Paths practiced by koldun include Koldunic equivalents of Creo Ignem (Fire Ways), Rego Elementum (Natural Ways), and Rego Aquam (Water Ways).
Way of Earth
When a koldun employs a power of this way, his eyes change color to walnut brown and his skin ripples with small patchs of stone.
1 • 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 individuals. The soil rises quickly and as it passes above their knees, renders him immobile. Range is 100 foot radius, the dirt ends its ascent about halfway between the knee and hip.
2 • 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 this. Can also soak aggravated damage. Last one scene.
3 • Soil of Death
A Koldun commands roots to rise from the ground and drag a victim below the surface, incapacitating him. Once buried up to his neck, a victim finds it increasingly hard to breathe with the weight of the earth crushing his chest. The victim remains trapped one turn for every success. Mortals and ghouls will have a very difficult time breathing due to the prolonged pressure of the compact earth and will suffer one level of lethal damage for every post.
4 • Root of Vitality
This power allows the koldun to draw any individual into the earth up to the neck to heal grievous wounds. Costs a Blood point. The character must remain in the ground for one turn per health level in order to heal the wounds. All damage can be healed in this manner including aggravated damage. During this time, the subject is helpless and unable to perform any other actions.
5 • Dracula's Restless Soul
When invoking this power, a koldun creates a large earth tremor capable of shaking the foundations of a city block. With the expenditure of a Blood point, the koldun can cause the earth to shake violently. Each success increases the radius of the quake. One structure, Five Structures, residential street, half a city block, full city block. Victims suffer lethal damage. Cars, RVs and small houses suffer substantial damage and can be destroyed. Bldgs 3 stories and highers may sustain some structural damage but the tremor is not strong enough to destroy them.
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 powers 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. Kindred observing these powers in use may be overtaken by Rötschreck (with the exception of the koldun , of course).
1 • 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. Once this power is invoked, the heat around the target object intensifies until the object spontaneously combusts. Anything the size of a car cannot Shatter, as it is much too large. This power cannot be used on living beings or Kindred.
2 • 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. 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. 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.
3 • 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 super- heated rock around the koldun. So long as this power remains in effect, it is nearly impossible for individuals to traverse the Gates of Magma without 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 bums. It can be held for up to up to five posts (depending on your level of the Way of Fire). Anyone physically touching the Gates of Magma suffers three health levels of aggravated damage.
4 • Heat Wave
The koldun acts as a conduit for steam geysers and evokes a blast of dehydrating air, withering and desiccating an opponent. The player spends a Blood point. 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, resulting from the extreme heat of this gas. Note that this may send some Kindred into frenzy or torpor.
5 • 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 sprays 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. This power is not subtle. Lava erupts 20 feet into the air from underground with the expenditure of a Willpower point. This power works for up to five turns. Anything coming in contact with this molten rock suffers three levels of aggravated damage per turn (soakable only with Fortitude). 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.
Way of Sorrow
From Krochina, a goddess of nourning depicted as a perpetually weeping woman, to Likho Odnoglazoye, the emaciated one-eyed hag who represented privation and suffering, the pantheons of Eastern Europe brim with deities overseeing starvation, misery, misfortune, bitterness, and death. Whether the gods hear their names or the spirits merely attend their mention, a koldun who understands the obscure Way of Sorrow can invoke the most dismal powers of the divine.
A victim may spend a Blood Point to overcome a particular effect but is still vunerable to subsequent uses of this Discipline.
Dealing with forgotten gods requires propriety, especially those who govern such bleak concerns. If invoked incorrectly, the Way of Sorrow turns on the koldun.
1 • The Frustration of Nestrecha
Named for the goddess of grief and failure, this power allows the koldun to rob an opponent of his resolve. The koldun's state saps the target's will to struggle. Although the victim is overcome with a resigned pessimism or feelings of defeat, he can still take action to resist the koldun, including combat, but only in a half-hearted or fearful way. He musters one of his usual passion or determination. Costs one Blood point. For this power to be effective, the koldun must make eye contact with her victim.
2 • The Insults of Krivda
Any Fiend worthy of the name can spit out a telling insult. But with this power, Krivda -- a goddess of hatred and bitterness -- ensures that the remark offends, enraging the recipient. This is a dangerous power to use, but it can unbalance a physically weak opponent who has access to power Disciplines or could be used to embarrass a Cainite by causing him to frenzy in public. After spending one Blood point, the koldun insults the target in the most offensive and humiliating way she can conceive. The target will fly into a rage and try to attack. If the target is a vampire, he will frenzy.
3 • The Weeping of Kruchina
The glare of a koldun makes someone so miserable that they do nothing by cry. This power does more than spill a few tears -- it causes hysterical bawling, wailing and gnashing of teeth. Some depression notion overcomes the victim. Vampire might mourn their lost humanitas or the passing of lovers who died long ago. Sometimes the source is more nebulous -- koldun believe that it imparts the collected sorrow of their demesne's sickened soil. Costs one Blood point. It lasts for up to five posts, depending on the Koldun's mastery of the Way of Sorrow. Actions that require concentration are impossible. Cainites lost a blood point per turn for the powers duration as copious amounts of vitae stream from their eyes.
4 • The Misfortune of Chernogolov
With a declaration that a person is doomed or destined to fail, the koldun summons the attention of Chernogolov --the silver-mustached god of misfortune -- to her victim. Under Chernogolov's unlucky gaze, he is hindered in everything he does. If he fails, he does so spectacularly. Costs a blood point. Affects equal number of posts to the Koldun's mastery of the Way of Sorrow.
5 • The Starvation of Marena
By invoking the wife of Kupala, the koldun summons the cold and starvation that is the domain of Marena. A frosty gale blasts the victim and leaves him emaciated as if he had just survived the coldest of winters. The frostbitten and starving victim clings to (un)life, usually in no condition to contradict the koldun. Costs one Blood point. For each success, the victim takes 2 bashing damage and, if a vampire, loses one Blood Point.
Tzimisce magical practices differ from those of their Tremere rivals. Tzimisce emphasize the spiritual and the reverential as opposed to the Tremere's occult pragmatism. Chants, litanies and paens to all manner of entities accompany Tzimisce rituals. Many parties, including Mages, Tremere, Lasombra and the Sabbat Inquisition would be very interested in obtaining information about the specifics of Tzimisce magic.
________________________________________
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 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 elemenal correspondences that shape natural forces.
In tonight's world, only a few, very ancient Tzimisce practice Koldunic Sorcery. Those surviving koldun are very territorial, rarely surfacing long enough to make their presence known, and prefer to keep to themselves. 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.
Kindred intent on learning Koldunic must also study the unique knowledge of Koldunism.
Koldunism
* 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
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. This is a rare form of spiritual magic, no characters are likely to possess it unless they are part of the Sabbat or otherwise have a reason to research Koldunism. And as it has only just begun to circulate within the Sabbat, it is a certainty that a member of the Camarilla or Independents isn't going to be searching out this art, if she is aware of it at all.
The Ways
Way of Earth
Way of Fire
Way of Sorrow
Way of the Spirit
Way of Water
Way of Wind
Koldunic Rituals
Dark Ages
Tzimisce have long been renowned (or feared) as master sorcerers, though their preeminence has been eclipsed by the rise of the Tremere. Most Fiends have forgotten the elder magic of long-ago nights, and few who remember teach it to their childer. Nonetheless, there are a few ancients who still practice the magical Discipline of Koldunic Sorcery.
System: Koldunic Sorcery resembles Thaumaturgy (and is cast in the same manner), though it has no connection to the Hermetic practices of the Tremere. It has its own paths and rituals, which are incompatible with the magic of the Tremere though recent cooperation with House Tytalus has allowed certain Fiends to develop Koldunic equivalents of the Paths of Blood, Spirit and Flames. This power is not considered a clan Discipline, though Tzimisce with an appropriate mentor may learn the power using the posting costs for an outside-of-clan Discipline. No Fiend would ever instruct a non-Tzimisce in the Discipline.
Koldunism survives into the modern age, but is exceedingly rare. The Fiends of the Oradea League are known to practice the Discipline, as are certain Sabbat elders and their childer.
Koldunic Paths
Koldun learn a path equivalent to Spirit Thaumaturgy, known as Spirit Ways, as their first Path. Other Paths practiced by koldun include Koldunic equivalents of Creo Ignem (Fire Ways), Rego Elementum (Natural Ways), and Rego Aquam (Water Ways).
Way of Earth
When a koldun employs a power of this way, his eyes change color to walnut brown and his skin ripples with small patchs of stone.
1 • 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 individuals. The soil rises quickly and as it passes above their knees, renders him immobile. Range is 100 foot radius, the dirt ends its ascent about halfway between the knee and hip.
2 • 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 this. Can also soak aggravated damage. Last one scene.
3 • Soil of Death
A Koldun commands roots to rise from the ground and drag a victim below the surface, incapacitating him. Once buried up to his neck, a victim finds it increasingly hard to breathe with the weight of the earth crushing his chest. The victim remains trapped one turn for every success. Mortals and ghouls will have a very difficult time breathing due to the prolonged pressure of the compact earth and will suffer one level of lethal damage for every post.
4 • Root of Vitality
This power allows the koldun to draw any individual into the earth up to the neck to heal grievous wounds. Costs a Blood point. The character must remain in the ground for one turn per health level in order to heal the wounds. All damage can be healed in this manner including aggravated damage. During this time, the subject is helpless and unable to perform any other actions.
5 • Dracula's Restless Soul
When invoking this power, a koldun creates a large earth tremor capable of shaking the foundations of a city block. With the expenditure of a Blood point, the koldun can cause the earth to shake violently. Each success increases the radius of the quake. One structure, Five Structures, residential street, half a city block, full city block. Victims suffer lethal damage. Cars, RVs and small houses suffer substantial damage and can be destroyed. Bldgs 3 stories and highers may sustain some structural damage but the tremor is not strong enough to destroy them.
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 powers 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. Kindred observing these powers in use may be overtaken by Rötschreck (with the exception of the koldun , of course).
1 • 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. Once this power is invoked, the heat around the target object intensifies until the object spontaneously combusts. Anything the size of a car cannot Shatter, as it is much too large. This power cannot be used on living beings or Kindred.
2 • 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. 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. 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.
3 • 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 super- heated rock around the koldun. So long as this power remains in effect, it is nearly impossible for individuals to traverse the Gates of Magma without 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 bums. It can be held for up to up to five posts (depending on your level of the Way of Fire). Anyone physically touching the Gates of Magma suffers three health levels of aggravated damage.
4 • Heat Wave
The koldun acts as a conduit for steam geysers and evokes a blast of dehydrating air, withering and desiccating an opponent. The player spends a Blood point. 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, resulting from the extreme heat of this gas. Note that this may send some Kindred into frenzy or torpor.
5 • 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 sprays 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. This power is not subtle. Lava erupts 20 feet into the air from underground with the expenditure of a Willpower point. This power works for up to five turns. Anything coming in contact with this molten rock suffers three levels of aggravated damage per turn (soakable only with Fortitude). 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.
Way of Sorrow
From Krochina, a goddess of nourning depicted as a perpetually weeping woman, to Likho Odnoglazoye, the emaciated one-eyed hag who represented privation and suffering, the pantheons of Eastern Europe brim with deities overseeing starvation, misery, misfortune, bitterness, and death. Whether the gods hear their names or the spirits merely attend their mention, a koldun who understands the obscure Way of Sorrow can invoke the most dismal powers of the divine.
A victim may spend a Blood Point to overcome a particular effect but is still vunerable to subsequent uses of this Discipline.
Dealing with forgotten gods requires propriety, especially those who govern such bleak concerns. If invoked incorrectly, the Way of Sorrow turns on the koldun.
1 • The Frustration of Nestrecha
Named for the goddess of grief and failure, this power allows the koldun to rob an opponent of his resolve. The koldun's state saps the target's will to struggle. Although the victim is overcome with a resigned pessimism or feelings of defeat, he can still take action to resist the koldun, including combat, but only in a half-hearted or fearful way. He musters one of his usual passion or determination. Costs one Blood point. For this power to be effective, the koldun must make eye contact with her victim.
2 • The Insults of Krivda
Any Fiend worthy of the name can spit out a telling insult. But with this power, Krivda -- a goddess of hatred and bitterness -- ensures that the remark offends, enraging the recipient. This is a dangerous power to use, but it can unbalance a physically weak opponent who has access to power Disciplines or could be used to embarrass a Cainite by causing him to frenzy in public. After spending one Blood point, the koldun insults the target in the most offensive and humiliating way she can conceive. The target will fly into a rage and try to attack. If the target is a vampire, he will frenzy.
3 • The Weeping of Kruchina
The glare of a koldun makes someone so miserable that they do nothing by cry. This power does more than spill a few tears -- it causes hysterical bawling, wailing and gnashing of teeth. Some depression notion overcomes the victim. Vampire might mourn their lost humanitas or the passing of lovers who died long ago. Sometimes the source is more nebulous -- koldun believe that it imparts the collected sorrow of their demesne's sickened soil. Costs one Blood point. It lasts for up to five posts, depending on the Koldun's mastery of the Way of Sorrow. Actions that require concentration are impossible. Cainites lost a blood point per turn for the powers duration as copious amounts of vitae stream from their eyes.
4 • The Misfortune of Chernogolov
With a declaration that a person is doomed or destined to fail, the koldun summons the attention of Chernogolov --the silver-mustached god of misfortune -- to her victim. Under Chernogolov's unlucky gaze, he is hindered in everything he does. If he fails, he does so spectacularly. Costs a blood point. Affects equal number of posts to the Koldun's mastery of the Way of Sorrow.
5 • The Starvation of Marena
By invoking the wife of Kupala, the koldun summons the cold and starvation that is the domain of Marena. A frosty gale blasts the victim and leaves him emaciated as if he had just survived the coldest of winters. The frostbitten and starving victim clings to (un)life, usually in no condition to contradict the koldun. Costs one Blood point. For each success, the victim takes 2 bashing damage and, if a vampire, loses one Blood Point.