Post by Phsycodelic on Nov 10, 2016 1:04:06 GMT
Koldunic Sorcery: Way Of Spirit
Secret
Secret
Attribute: Intelligence
Level | Distance |
1 | The koldun can perceive everything within a 50-foot/20-meter radius. |
2 | The koldun can perceive everything within a 100-yard/meter radius. |
3 | The koldun can perceive everything within a quarter-mile/half-kilometer radius. |
4 | The koldun can perceive everything within a mile/1.5 kilometer radius. |
5 | The koldun can perceive everything within a five mile/eight kilometer radius. |
6+ | An additional 10 miles per dot over 5. |
The actual casting of Koldunic sorcery requires more than a clumsy exertion of will. Such magic demands perfection of form and mastery of the appropriate lore. The caster's player spends one blood point and rolls (Attribute) + Occult against a difficulty of the power's level + 3, with the specific Attribute listed for each path or "way." Vampires always use the base Attribute, ignoring any bonuses gained from blood expenditure or other Disciplines. All kolduns must select one of the ways as their primary path.
The number of successes on the activation roll determines how many successive scenes the effect lasts. If activated before the sun rises, the koldun's awareness can extend into the daylight hours, and the koldun suffers no negative effects from monitoring his lands during the day. He does still suffer the usual dice penalties for taking any other actions during the day.
Koldunic Sorcery botches cause the sorcerer to acquire a psychosomatic aversion to the holy symbols in a manner similar to the Flaw Repelled by Crosses. The difficulty to resist Rötschreck is equal to (4 + the user's sorcery rating). [Rites Of The Blood - Page 132]
Alternate System: For Storytellers that prefer an alternate method, the roll to activate a Koldunic Sorcery Path is now a Willpower roll with a difficulty equal to (3 + Path rating), and each such roll also requires the expenditure of one blood point. The roll to activate a Koldunic Sorcery ritual is Intelligence + Occult with a difficulty equal to 3 + the ritual rating. These rules supersede those in V20, but if you prefer the original rules, feel free to use whichever you like.
In addition, the default assumption is that Koldunic Sorcery is almost universal among Old Clan Tzimisce, fairly common among Sabbat Tzimisce, and nearly unheard of among all other Clans. The school's metaphysical connections to Kupala and to the lands permeated by that spirit increase the difficulty by +1 on all Koldunic Sorcery rolls made on behalf of kolduns who work their magic outside the territories of Eastern Europe.