Koldunic Rituals
For
Dark Ages (Rituals from Vampire: Dark Ages)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.