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KOLDUNIC
RITUALS
For
Dark Ages (Rituals from Vampire: the 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 experience
point costs for an outside-of-clan Discipline.
For Modern Nights (Rituals from Vampire: the Masquerade)
Like
Thaumaturgy, Koldunic Sorcery grants its caster access to rituals. Though
magical, these rituals are not Hermetic and are incompatible with any
form of T remere 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.
Hospitality - Level 1 (Libellus Sanguinis 1 - Vampire:
the Dark Ages)
This is a simple Koldunic ritual, but an important one. This ritual, enacted
nightly, allows the Tzimisce to awaken the spirits in his
haven. These spirits manifest themselves in objects, which
assume sentience and individualism, often displaying unique personalities
in the process. Thus, a Fiends 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 beg to be laid across a victims hack. The Tzimisce
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 Fiend of intruders
in his domain (which is the primary function of the spell).
Conjure Lesser Demon - Level 3 (Libellus Sanguinis
1)
Simply put, this ritual allows the sorcerer 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 sorcerer
and demon resembles that between a master and 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 sorcerer
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 sorcerer; 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.
The Inmost Tug - Level 5
(Libellus Sanguinis 1)
Unlike most Koldunic rituals, this requires no blood sacrifice or other
dross; it can be activated with a single word and a gesture. This ritual
allows a voivode, to manipulate the emotions of a being bound in the Blood
Oath. For example, the love instilled by a Blood Oath could be debased
to lust, or refined to fraternal devotion. This ritual can even be used
to warp a Blood Oath into fear, hate or other negative emotions.
Conjure Greater Demon - Level 5
(Libellus Sanguinis 1)
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 sorcerer
should the offer not be to its liking. For this reason, koldun rarely
use this ritual.
Like lesser demons, greater demons have individual names and can appear
in any shape.
Create Vozhd - Level 6 (Libellus
Sanguinis 1)
This ritual, combined with Vicissitude, enables its practitioner to create
a vozhd war ghoul. The Tzimisce 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 others
blood (a Blood Point of the mixture will suffice). Once this is done,
the ritual begins.
The ritual consists of a continuous chant, which the Fiend 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.
Dracul - Level 9 (Libellus
Sanguinis 1)
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 the primordial energies of the Old Country, transforming
the vampire into a hideous dragon.
System:
The Fiends Strength rating triples, his Stamina rating 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 Fiend 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 Fiend
gains an additional five Bruised Health Levels, but all difficulties
to hit him are reduced by one (hes enormous).
Reawakening the Dead Water - Level 1 (Blood
Magic: Secrets of Thaumaturgy - Vampire: the Masquerade)
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. 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 points worth of in water. This liquid
mystically evaporates through the vampires body soon after being
ingested. After successfully performing this ritual, akoldun regains one
point of temporary Willpower. This can only replace spent Willpower points
and cannot exceed the kolduns maximum Willpower pool. Reawakening
the Dead Water can be performed only once per night.
Ties That Bind - Level 4 (Blood Magic:
Secrets of Thaumaturgy)
Before an ancient koldun could learn a new way, he performed this ritual
and removed one of his ribs (through Vicissitude or other means). A mystical
symbol representing the particular way the koldun intended to learn was
inscribed onto the bone, 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 were granted the ability to practice the spiritual
magic that is Koldunic Sorcery. In the present night, Sabbat koldun revised
this ritual to serve a more practical purpose with less torturous requirements.
Performed as often as weekly, this ritual reconnects the koldun with the
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
he 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.
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