Tzimisce Koldunism

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.

New Knowledge


This Knowledge measures a Kindred's familiarity with the philosophies of Eastern European animism. You will roll this ability with one of five possible Attributes when attempting to invoke the power of the magic. For every level you have, the more in-touch you get with the spiritual magic and the more you know how to manipulate the natural elements which is Koldunic Sorcery.

Student: Well, you know the most basic stuff. You still have a bit to go.
•• College: Hey, guess what? You can be called a koldun now! Watch out for those pesky Tremere.
••• Masters: You are up there with some of the most powerful koldun of the Modern nights.
•••• Doctorate: Are you messing with me? The spirits cower when you get ticked.
••••• Scholar: You know the spirits of the land. You are a master.

Possessed by: A few young Sabbat; Tzimisce (and old ones at that)
Specialties: Philosophy, Ritual, Lore, Relations with Spirit


Ancient koldun hospodar rulers once claimed sovereignty over the lands of Eastern Europe, manipulating the magically rich chernozem - "black earth" - to invoke their power and instill fear in their boyars and peasants. Now, the young koldun of the Sabbat beckon the spirits of the Western soil and derive their powers of the Way of Earth from natural surroundings. When a koldun employs a power of this way, his eyes change color to walnut brown and his skin ripples with small patches of stone.

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 an individual. The soil rises up very quickly and, as it passes above a victim's knees, renders him immobile.

System: Success on the activation roll causes the dirt anywhere within a 1 00-foot radius of the invoker to roil and crawl up a victim's legs; the dirt ends its ascent about halfway between the knees and hips. Unless the subject can score five successes on a Strength + Survival roll (difficulty 6), he remains trapped in place by the Soil Silhouette for a number of turns equal to twice the successes the player scored on the activation roll.

•• Unearthly Stamina
A koldun invoking this power temporarily borrows the earth's resilience, lending him stamina. Some elder T remere of Eastern Europe reminisce on the frightening capacity for pain their rival koldun could withstand when invoking Unearthly Stamina. Sabbat koldun often use this pow ex to prove their mettle during theritae.

System: After spending a Willpower point and making a successful Stamina + Koldunism roll (difficulty 6), the player may add two temporary Stamina dice when soaking damage. These can be included in soaking aggravated damage. This effect lasts for one scene.

••• Soil of Death
By invoking Soil of Death, a koldun commands roots to rise from the ground and drag a target below the soil, incapacitating him. Once buried up to his neck, a victim finds it increasingly difficult to breathe as he feels the weight of the earth crushing his chest.

System: Roots issue forth from the ground and wrap themselves around the legs, ankles and waist of a victim, pulling him underneath the earth. For every success a player scores on a Stamina + Koldunism roll (difficulty 7), the victim remains trapped underground for one turn. Mortals and ghouls will have a very difficult time breathing due to the prolonged pressure from compact earth, and must make a Stamina roll ( difficulty 7) or suffer one level of lethal damage for every turn they spend entombed in the earth.

••• Root of Vitality
Many healers believed that burying a person in the ground would allow the rich soil to purge him of his ailments. This power allows the koldun to draw any person into the ground up to the neck to heal grievous wounds.

System: With the expenditure of a Willpower point, the koldun commands the soil to pull a person down into the ground in order to heal her wounds. A character must remain underground for one turn per health level he heals. All damage a character suffers can heal in this manner including aggravated wounds, though the injured party must spend a blood point per aggravated wound level that he desires to heal (assuming the wounded character may do so). During this time of healing, the subject is helpless and unable to perform any other actions.

••••• Dracula's Restless Soul
Peasants whisper silent prayers to protect themselves from the unusual tremors that sometimes shake the Carpathian Mountains, which they believe to be the spirit of Dracula waking from centuries of slumber.

In truth, this odd seismic activity is the result of koldun calling upon the dormant wrath of the blighted land. When invoking this power, a koldun creates a large earth tremor capable of shaking the foundations of a city block.

System: With the expenditure of a Willpower point and a successful Stamina + Koldunism roll (difficulty 9), a player enables her character to cause the earth to shake violently. Each success she scores increases the radius of the quake; victims within the area of effect suffer 10 dice of lethal damage. Cars, R V sand small houses suffer substantial damage and, at the Storyteller's discretion, may be destroyed altogether.
Buildings three stories and higher, such as apartment complexes and office buildings may sustain some structural damage, but this supernatural tremor is not strong enough to cause them to crumble and fall. This tremor lasts for one turn.

1 success One Structure
2 successes Five Structures
3 successes A Residential Street
4 successes Half a city block
5 successes A full city block


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. No Fiend would ever instruct a non-Tzimisce in the Discipline.

System: Unless described differently below, these rituals are invoked in a manner similar to Thaumaturgical rituals. Typically, only one success is needed for the ritual to be successful, rolling Intelligence + Koldunism at a difficulty of 3+ the level of the ritual being cast. One bloodpoint per level must be spilled, whether it is the koldun's or someone else, doesn't matter.

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.

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.

All Koldunic rituals require an Intelligence + Koldunism roll (difficulty 4 + Ritual level). Botches, especially those involving spirits, should be hideously abused by the storyteller.

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 Fiend’s 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 victim’s 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).

Reawakening the Dead Water
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 point’s worth of in water. This liquid mystically evaporates through the vampire’s 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 koldun’s maximum Willpower pool. Reawakening the Dead Water can be performed only once per night.

Beast That Feeds on Dreams
By feeding a point of vitae to a small animal no larger than a cat, a koldun may imbue the creature with a measure of his own predatory spirit. The animal then goes forth in search of a child. It need not feed in any conventional sense — it need only draw close enough to drink the child’s breath.

System: If and when the animal finds its prey, the koldun regains one point of Willpower and the animal reverts to its normal behavior. This Willpower may not bring a koldun above his usual maximum. If the same child undergoes this ritual three nights in a row, she dies from the spiritual trauma. Storytellers must decide when or even if an animal achieves its mission, rewarding the player with Willpower at the appropriate moment.

The koldun draws upon the elements present in a location to learn more information about that area. The caster need simply to take any object from the room, area or location. The object must consist primarily of natural materials, rather than synthetic. Thus, a pencil suffices, but a notebook computer does not. Within the next 24 hours, the koldun may cast this ritual over the item. For a number of turns equal to her successes plus her Willpower, her mind travels to the area from which the object was taken, and she may proceed to examine it in detail, even going so far as to look behind furniture or inside drawers that she did not search before. She observes the area exactly as it was when she took the object. This ritual is particularly useful for searching the haven or offices of an enemy at leisure. Any given object be used only once, after which it becomes useless for the purposes of this ritual.

All things in nature contain a spirit of some type, which are referred to a a leleks (pronounced LEH-lek; Hungarian for "spirit"). Koldunic Sorcerers must first be able to recognize a nature spirit before they can manipulate them into servitude properly. This ritual is a requisitely cast often, thereby reinforcing the koldun's attunement to the land and nature. Many of the old koldun did not simply trust that their attunement to the land would remain intact. Rather, they dedicated on night out of the week to completely reconnect with the spirits of their land. These leleks are more recognizably "felt" rather than visually perceived. A lelek traveling on a breeze close to the koldun might instill a static sensation in the back of the sorcerer's neck. Healthy trees might seem to have a faint verdant glow about their trunks. Which ever way he believes to perceive these spirits, the koldun awakens to a new sense after casting this ritual.

System: The koldun's player spends one point of blood and makes the roll. Each success he accumulates increases the duration of his attunement to the nature spirit of the four natural elements.
1 Success One Hour
2 Successes One night
3 Successes One week
4 Successes One month
5 Successes One year