Koldunic Sorcery
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 elemental correspondences that shape natural forces. The specific
ways of this spiritual magic were often taught to novice koldun based on their
regional settings.
For example, though the Ways of Spirit and Fire were universal, the Way of Wind was known only among koldun residing in the Carpathian Mountains. The Way of Water was predominantly practiced by koldun who made their havens near bodies of water like the Black Sea, the Plain Lakes and rivers of the Danube, Somes and Arges. The Way of Earth was common among koldun residing in the flatlands and plateaus of Eastern Europe.
During the time of Clan
Tremere's birth, Koldunic Sorcery was at its height in practice. With the threat
of the Tremere and their blood magic, this sorcery became the weapon of choice
for the koldun fighting to protect their lands. Bloody feuds between these two
camps of sorcerers stained the Danube crimson and powerful magic defiled the
land. As the Dark Ages passed, Koldunic Sorcery faded as well, unpracticed and
spoken of only in passing and half-truths.
In tonight's world, only
a few, very ancient Tzimisce practice Koldunic Sorcery. These surviving koldun
are extremely territorial, rarely surfacing long enough to make their presence
known, and prefer to keep to themselves, surrounded by ruins of once-mighty
castles and manses. 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.
System:
Koldunic Sorcery consists of five elemental ways and several rituals, and is
learned in a system similar to Thaumaturgy. A character's base Koldunic Sorcery
Trait dictates how well he may learn the ways of the magic, and each dot earned
in the Discipline also earns the character another dot in the way of her choice.
Obviously, this bonus dot may not be allocated to a way that would be rated
higher than the character's knowledge of Koldunic Sorcery. Kindred intent on
learning Koldunic Sorcery must also study the unique Knowledge of Koldunism.
For a character to invoke the powers of Koldunic Sorcery, a player must spend
a Willpower point, then make an appropriate Attribute (governed by the way in
question) + Koldunism roll ( difficulty 4 + the level of the power). These five
types of Attribute rolls are Charisma for the Way of Spirit, Stamina for
the Way of Earth, Perception for the Way of Wind, Wits for the Way of Water
and Manipulation for the Way of Fire. 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.
Storytellers are advised
that this is a rare form of spiritual magic, and that characters are unlikely
to have access to it unless they are apart of the Sabbat or otherwise have reason
to research Koldunism. Players must keep in mind that Koldunic Sorcery has only
just begun to circulate within the Sabbat; it is a certainty that a member of
the Camarilla or of the independents isn't going to be searching out this art,
if she is aware of it at all.
The
Way of Earth
The Way of Wind
The Way of Water
The Way of Fire
The Way of the Spirit
The Way of Sorrow