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Blood Magic

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1 Blood Magic on Wed Jan 11, 2012 10:20 pm

ST 2

Blood Magic
Blood magic encompasses Hermetic (Tremere) Thaumaturgy, Assamite, Setite or Koldunic Sorcery, Necromancy and any other similar powers. Blood magic may be learned from a teacher or researched, but cannot simply be developed even if it is an in-clan discipline. Though Thaumaturgy, Sorceries and Necromancy may have the same effects, the mindset and methods required are very different; a character can only ever learn one type of Blood Magic.

Blood Magic has two aspects, encompassing Paths and Rituals. A Blood Magician may develop any number of Paths, but secondary paths must be at a lower level than the primary path until the primary path reaches level five. For those with Blood Magic in clan, the Primary Path is assigned and costs x5; all secondary paths cost x7. A ritual of the appropriate level is gained with each level in the Primary Path; rituals may also be learned or researched separately, but may not exceed in level the level of the Primary Path.

Paths and Rituals are assigned a rarity from 1-5, depending on the type of Blood Magic; some Paths and Rituals are unique to a specific style. The rarity influences the difficulty to research, the likelihood of a mentor being able to teach or in the case of Clan Tremere, whether permission will be granted to learn a Path or Ritual.

Researching Blood Magic and Rituals
Rituals and Blood Magic Paths may be researched, as well as learned from a teacher. To research a ritual or Blood Magic Path requires monthly actions until successes are accumulated in an extended draw equal to the total XP cost of the ritual or path. The draw pool is Intelligence + Occult – level of ritual/path – rarity of ritual/path. Failure on a draw reduces all subsequent draws by one. You may not research a higher level of blood magic or ritual than your Occult Influence.

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2 Re: Blood Magic on Wed Jan 11, 2012 10:25 pm

ST 2

Blood Magic Paths
Unlike the description in the Vampire Translation Guide, Blood Magic does not use a common Draw Pool. Draw Pools, rarities and descriptions for some Blood Magic Paths are listed below. Other Paths as described in oWoD material are available and will be converted to nWoD as required.

HT = Hermetic Thaumaturgy, AS = Assamite Sorcery, SS = Setite Sorcery, KS = Koldunic Sorcery,
* Denotes possible primary path, R1-R5 = Rarity, (xxx) = alternate Path name.

Path of Blood - HT R1*, AS R2 (Path of Life’s Water), KS (The Way of Blood) R2
• A Taste for Blood: See VTG p 32 (Draw Wits + Medicine + Path)
•• Blood Rage: See VTG p 32 (Draw Intelligence + Medicine + Path, Resisted by Resolve + Blood Potency)
••• Blood of Potency: See VTG p 32 (Draw Intelligence + Occult + Path)
•••• Theft of Vitae: See VTG p 32 (Draw Intelligence + Occult + Path, Resisted by Resolve + Blood Potency)
••••• Cauldron of Blood: This power requires that the vampire touch the target (see p. 157 of the World of Darkness Rulebook). The touch is a reflexive action. The character then boils one point of their victim's blood per success on the roll. Vampires suffer successes as aggravated damage. Mortals suffer this damage as well as an additional lethal damage per point of blood boiled in this way. (Intelligence + Medicine + Path, Resisted by Stamina)

Path of Conjuring - HT R1, AS R2, SS (Path of Ptah) R2
• Summon the Simple Form: See VTG p 33 (Draw Intelligence + Crafts + Path)
•• Permanency: See VTG p 33 (Draw Intelligence + Occult + Path)
••• Magic of the Smith: See VTG p 33 (Draw Wits + Crafts + Path)
•••• Reverse Conjuration: See VTG p 33 (Draw Resolve + Occult + Path)
••••• Power over Life: See VTG p 33 (Draw Intelligence + Medicine + Path)

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3 Re: Blood Magic on Wed Jan 11, 2012 10:28 pm

ST 2

Lure of Flames - HT R1, AS R1* - This Path allows the Blood Magician to call forth magical fire, potentially subjecting her victims to fear frenzy (V:tR pp 179-180).

• Hands of Flame: With the expenditure of one vitae and a draw of Wits + Occult + Path as an instant action, the Blood Magician causes flames to ripple across her palms, creating light and allowing an unarmed strike to burn opponents. With Hands of Flame, unarmed attacks made with the hands inflict lethal damage (aggravated damage to vampires) and the fires do not burn the Blood Magician or her clothing, though other objects may be set alight. The flames last for a scene or until the Blood Magician wills them gone.

•• Flamebolt: By pointing at a target that the Blood Magician can see, with the expenditure of one vitae, a dart of fire streaks out hitting on a successful Dexterity + Athletics + Path – Defense draw as an instant action. The Flamebolt does its successes in health boxes of lethal damage (aggravated damage to vampires) before the flames wink out. This can set alight highly flammable materials, but not a person’s clothing.

••• Wall of Fire: With the expenditure of one vitae and a successful draw of Intelligence + Occult + Path as an instant action, the Blood Magician causes an area approximately 6ft in height and diameter to burst into flame. Anyone who attempts to move through the Wall of Fire takes 3 lethal damage (aggravated damage to vampires) from the bonfire sized blaze with the intensity of a torch (WOD p 180). Anyone in the area when the Wall of Fire is cast may make a reflexive Dexterity + Athletics draw to dive out of the way. The magical fire remains until you decide to extinguish it, move more than 50ft away, are knocked unconscious, fall into torpor or die, however any flammable materials in the area will catch alight and continue to burn normally. The Blood Magician is not immune to fires created with this power.

•••• Engulf: By staring intently at a target chanting mystical verses and with the expenditure of one vitae, the Blood Magician can cause her victim to burst into flames. The Blood Magician draws Intelligence + Occult + Path – Stamina as an instant action, where the number of successes indicates the lethal damage (aggravated damage to vampires) inflicted on the target. With an exceptional success, the damage is aggravated to all targets due to the intensity of the flames. In addition, the target is on fire, suffering an additional health box of fire damage at the end of each round the flames are not extinguished. Putting out the fire requires the application of a fire retardant (such as an extinguisher or hose) or to stop, drop and roll, taking a full round. Repeated uses of Engulf over successive rounds do their activation damage, but only one ongoing damage per round. While under the effects of Engulf, the victim inflicts aggravated damage with unarmed attacks as per Hands of Flame.

••••• Firestorm: With the expenditure of one vitae as an instant action, the Blood Magician causes a hail of flame to rain down across a 10 ft radius, potentially burning everything in a room. Any place that the Blood Magician can see that is within 50 ft can be targeted; the Blood Magician draws Intelligence + Occult + Path, which is contested by a draw of Dexterity + Athletics for any targets in the area. Targets that do not successfully contest take lethal damage (aggravated damage for vampires) equal to the successes on the activation draw, only reduced by specifically fire-retardant armour. Any victim who remains in the area suffers one fire damage per round as if Engulfed, while any highly flammable materials ignite as if they were targeted by Flamebolt. The magical fire remains until you decide to extinguish it, move more than 50ft away, are knocked unconscious, fall into torpor or die. The Blood Magician is not immune to fires created with this power.

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4 Re: Blood Magic on Wed Jan 11, 2012 10:30 pm

ST 2

Movement of the Mind - HT R1, AS R1* - This Path allows the Blood Magician to manipulate remote targets within line of sight with a form of telekinesis.

• Force Bolt: With the expenditure of one vitae, the concentrated will of the Blood Magician projects a bolt of force capable of knocking over opponents or objects. With a successful contested draw of Dexterity + Athletics vs Stamina + Size as an instant action, the target it knocked prone (WOD p 164); on an exceptional success the target is stunned (WOD p 167). Force Bolt can also be used on an object of no greater than 100 pounds (45 kg). An unrestrained object can be pushed up to 5 ft away from the Blood Magician; if the object is held by someone a draw of Dexterity + Athletics vs Strength + Athletics is required.

•• Manipulate: With the expenditure of one vitae and a successful Wits + Larceny + Path draw as an instant action, the Blood Magician can exert fine manipulation over an object no larger than you could hold in your hand. The object can be moved at no faster than a walking speed and if using the object would result in a draw (such as firing a gun), the draw pool is limited to the successes on the activation draw for Manipulate. Using an object remotely takes your full concentration and constitutes your action for a turn. Anything you Manipulate remains under your control as long as you can see it or until you stop concentrating on the object.

••• Flight: With the expenditure of one vitae and a successful Dexterity + Athletics + Path draw as an instant action, the Blood Magician may launch herself or an object up to person size into the air. If Flight is used on a resisting target, the draw is contested by Strength + Athletics and a victim in the grip of this power may attempt a Strength + Athletics draw on subsequent turns penalised by successes on the Flight activation draw to break free. Targets can be moved at a speed equal to successes + Path; the power lasts only as long as the user concentrates and the target is within line of sight.

•••• Repulse: With the expenditure of one vitae and an instant action, a wave of motion overtakes people and large objects around you. With a successful contested draw of Dexterity + Athletics + Path – 2 per target beyond the first vs Stamina + Size, the targets are knocked backward 20ft and prone (WOD p 164); on an exceptional success the targets are stunned (WOD p 167). If the targets are repulsed into a solid object (such as a wall), or an object is repulsed into a person, the victim takes 1 bashing damage in addition to other effects. Repulse is an instantaneous effect; the user cannot Repulse an object and continue pushing it around in subsequent turns without additional draws.

••••• Control: With the expenditure of one vitae and a successful Strength + Athletics + Path draw as an instant action, the Blood Magician may telekinetically manipulate objects of up to her Strength + Path in size with a precision equal to that of her hands. If Control is used on a resisting target, the draw is contested by Strength + Athletics and a victim in the grip of this power may attempt a Strength + Athletics draw on subsequent turns penalised by successes on the Control activation draw to break free. Objects so manipulated may be thrown as an attack, in which case subtract the victim’s defense, but add an equipment bonus for the item in question. If the object is used to attack in successive rounds, new attack draws must be made each turn.

Last edited by ST 2 on Sun Oct 28, 2012 2:05 am; edited 1 time in total

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5 Re: Blood Magic on Wed Jan 11, 2012 10:32 pm

ST 2

Weather Control - HT R1, AS R2*, SS (Breath of Set) R1* - This Path gives the Blood Magician power over the local weather conditions. The following modifiers apply to all levels of this path: Indoors -2, Minor shift +1 to +2, Major shift -1 to -5. The time elapsed before the environment shifts to the desired condition depends on the number of successes on the activation draw: 1 = 1 day, 2 = 1 hour, 3 = 1 scene, 4 = 1 minute, 5 = immediate. The weather condition fills the natural area unless specifically made smaller and lasts as long as that condition usually would in the local environment.

• Fog: With the expenditure of one vitae and a draw of Resolve + Occult + Path, a Fog spreads throughout the area. All perception draws are at a -1 modifier and the effective ranges of ranged attacks are halved. With this level of Weather Control it is also possible to create Light Winds and raise or lower the Temperature by ~5 oC.

•• Rain: With the expenditure of one vitae and a draw of Resolve + Occult + Path, it begins to Rain in the area. All perception draws are at a -2 modifier, effective ranges of ranged attacks are halved and all Driving manoeuvres suffer a -2 penalty. With this level of Weather Control it is also possible to create Snow.

••• High Winds: With the expenditure of one vitae and a draw of Resolve + Occult + Path, the wind speed rises to the extent that all Firearms draws are at a -1 penalty and all thrown and archery attacks at a -2 penalty. In addition, a Stamina + Athletics draw is required from those in the area to remain standing during fiercer gusts. With this level of Weather Control it is also possible raise or lower the Temperature by ~10 oC.

•••• Storm: With the expenditure of one vitae and a draw of Resolve + Occult + Path, Storm has the effect of both Rain and High Winds.

••••• Lighting Strike: This effect may only be used if there is already a Storm in the area. With the expenditure of one vitae and a draw of Wits + Occult + Path – twice the target’s concealment, the Blood Magician may call down a Lightning Strike on a target. This attack, equal to a main line electrical feed, does 10 bashing damage (WOD pp 177-178). Each Lighting Strike requires a separate vitae expenditure and draw.

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6 Re: Blood Magic on Wed Jan 11, 2012 10:33 pm

ST 2

Green Path - HT R1, AS R3 – This Path allows the Blood Magician to manipulate plant matter of all kinds.

• Herbal Wisdom: With the expenditure of one vitae and a draw of Intelligence + Investigation + Path with a penalty of 10 - user’s Humanity as an instant action, the Blood Magician may commune with the spirit of any plant she touches. Plants are generally limited in their communication skills so successes on the draw indicate the comprehensibility of the response as follows: 1 – fleeting cryptic impressions, 2 – one or two clear images, 3 – a concise answer to a simple query, 4 – a detailed response to one or more complex questions, 5 – the sum total of the plant’s knowledge on the subject.

•• Speed the Season’s Passing: With the expenditure of one vitae the Blood Magician may accelerate a plant’s growth or death. The user touches the plant in question and draws Intelligence + Medicine + Path with a penalty of 10 - user’s Humanity as an instant action to cause the plant to grow an amount dependent on the number of successes, up to natural limits. When used to decay plants or objects, the user instead subtracts the target’s Durability with successes doing Structure damage. If this power is used in combat, the Blood Magician must reflexively touch the item in question (WOD p 157).

••• Dance of Vines: With the expenditure of one vitae and a successful draw of Resolve + Occult + Path as an instant action, the user animates a mass of vegetation up to her own size for utilitarian or combat purposes. The plants are controlled for a number of turns equal to successes on the activation draw. For combat purposes, the plants have Strength and Dexterity equal to half the user’s Willpower and a Brawl rating of one dot less than the Blood Magician. Dance of the Vines cannot cause vegetation to uproot itself.

•••• Verdant Haven: With the expenditure of one vitae and a draw of Intelligence + Survival + Path as an instant action, the user can weave a shelter out of sufficient local vegetation. The Haven provides shelter from the elements and on an exceptional success, even from sunlight, while mystically excluding intruders. Anyone wishing to enter the Haven without the caster’s permission must achieve more successes on a Wits + Survival draw than the Blood Magician did on the original casting. The Haven lasts until the following sunset or until the caster dispels it.

••••• Awaken the Forest Giants: With the expenditure of one vitae, a willpower and a successful draw of Resolve + Occult + Path as an instant action, the user animates a large tree for a scene, allowing it to uproot itself and move ponderously about as the Blood Magician commands. Once the duration ends, the tree puts down roots immediately into whatever surface it stands upon, punching through stone or concrete and cannot be animated again until the following night. If commanded into combat, the tree has a Strength and Stamina equal to the Blood Magician’s Primary Path, Dexterity 2, Armour 3 and Brawl equal to the caster. It is immune to bashing damage due to size and supernatural toughness.

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7 Re: Blood Magic on Wed Jan 11, 2012 10:38 pm

ST 2

Unlike the description in the Vampire Translation Guide, the draw pool for all Rituals is Intelligence + Occult – Level of Ritual.  A ritual requires 10 minutes per level (Unless otherwise specified) and a successful draw to activate.  Note that you will not necessarily know if a ritual was successful, thus will only actually draw for it when it becomes relevant. All rituals require a Willpower to activate; some require vitae or other materials in addition.  Draw Pools, rarities and descriptions for some Rituals are listed below.  Other Rituals as described in oWoD material are available and will be converted to nWoD as required.

Level 1 Rituals

Ashen Caul (GN R1)
The vampire burns a small piece of fabric to ash, and smears the ashes on his eyelids and tongue. For the remainder of the scene, the vampire can see, hear and speak with any ghosts in the area.

Blood Mastery (HT R1) – By mixing a trait of the victim’s blood with some of her own and burning it, the Blood Magician gains power over the victim, albeit briefly.  In the NEXT draw between the ritualist and the victim, offensive or defensive, in which the ritualist would have drawn a card, the ritualist is automatically considered to have gained a single success more than the victim.  This power expires if not used by the following sunrise.

Call the Hungry Dead (GN R1)
Successfully casting this ritual on a target imposes a –4 penalty to any Wits-based roll involving hearing.

Communicate with Kindred sire (HT R1, AS R1, KS R1) - Meditate for half an hour on an object that once belonged to your sire. When you finish the ritual, you establish telepathic communication with your sire, anywhere in the world. This link lasts for 10 minutes.

Dedicate the Chantry (HT R3) – The Chantries of the Tremere are usually heavily warded and this ritual facilitates further castings.  After walking anticlockwise around the building or area to be warded, sprinkling it with stagnant water, the ritualist gains an additional card to any future defensive rituals cast over the site.

Defense of the Sacred Haven (HT R1, AS (Curtain of Will) R1, SS R1, KS R2) – This ritual prevents sunlight from entering a room or small building, no greater than 20 ft radius.  The ritualist inscribes sigils in her own Vitae on all affected windows, doors and other entrances and the ritual lasts as long as the ritualist remains within the area.

Deflection of the Wooden Doom (HT R1, AS (Turn the Impaling Shaft) R1, KS R1) – This ritual prevents the Blood Magician from being staked.  After lying in a circle of wood and placing a wooden splinter under her tongue, the FIRST stake that would pierce the ritualist’s heart disintegrates in the attacker’s hand.  The ritual lasts until the following dawn or dusk.

Domino of Life (Sabbat HT R4, AS (Take Life’s Visage) R2, SS R) – This ritual allows the Blood Magician to simulate human characteristics; breathing, eating warm flesh etc.  Only one characteristic may be simulated per casting, though the ritual may be cast multiple times.  Each casting raises the apparent humanity of the ritualist by one.

Engaging the Vessel of Transference (HT R1, AS (Falsely Sealed Vessel) R1) – This ritual enchants a container, between the size of a cup and a jug, to transfer vitae between itself and any person who touches it with their bare skin.  To enact the ritual, a point of vitae (not necessarily the ritualist’s) must be sealed inside the container with a sigil, which is recognisable with a success on a Wits + Occult draw at an appropriate penalty.  The ritual lasts and the vessel keeps transferring until the container is opened.

Illuminate Trail of Prey (Sabbat HT R4, AS (Track the Accused) R2, SS R) – This ritual causes the subject’s trail to glow brightly to the ritualist, whether it be footsteps, tyre tracks or aeroplane trajectories.  By burning a length of white satin ribbon and knowing the name or appearance of the subject, the ritualist is able to follow the trail until the journey ends or the subject wades through or immerses themself in water.  The trail glows with a brightness dependant on the age of the tracks; the caster must, of course, be at some place the subject has previously been in order to find the trail.

Purity of the Flesh (HT R1, AS R1) - This ritual involves concentrating for ten minutes in a lotus position, surrounded by thirteen sharp stones and then spending a vitae. This ritual will remove all foreign matter from the vampire, good or bad. (This includes fake limbs, breast implants, surgical appliances, poisons, drugs, wooden splinters, etc.) This also affects matter touching her and those performing this ritual would be advised to do it naked.

Rite of Introduction (HT R1) – Thaumaturges of Clan Tremere traditionally use this ritual to introduce themselves when arriving in a new city.  By boiling ground tamarisk root in rainwater then adding scented oils, the newcomer enters into telepathic communication with the senior Tremere, followed by other Clan members of the city according to seniority. Whether any Tremere accepts and/or responds to this ritual is at their discretion.  The ritualist makes an ‘introductory speech’ of up to thirty seconds, to which the most senior Tremere only may reply.

Wake with Evening’s Freshness (HT R1, AS (Black Sunrise) R1) – This ritual allows the Blood Magician to readily wake during the day at any disturbance.  After spreading the ashes of burned feathers over the area just before she sleeps, the ritualist automatically wakes at the first sign of trouble during the day and can ignore the humanity roll to stay active for two turns.  The ritualist must still spend one Vitae to awaken; the ritual lasts until the following sunset.

Last edited by ST 2 on Mon Aug 12, 2013 5:30 pm; edited 3 times in total

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8 Re: Blood Magic on Wed Jan 11, 2012 10:40 pm

ST 2

Level 2 Rituals

Blood Walk (HT R1, AS (Sins of the Father) R3, KS R1(Revelation of blood lineage)) – With this ritual, a Blood Magician can use vitae from another kindred to trace that kindred’s lineage, one step per success. By assigning an additional success, the ritualist may discern clan/bloodline and blood potency of the subject and their ancestors or descendants.  With an exceptional success, the ritualist also learns with whom the subject shares a blood bond, as regnant or thrall.

Burning Blade (HT R1, AS (Fuel the Blade's Fury) R3)
Burning Blade allows a Blood Magician to temporarily enchant a melee weapon to inflict aggravated wounds on supernatural creatures. While this ritual is in effect, the weapon flickers with an unholy greenish flame. This ritual can only be cast on melee weapons. The caster must cut the palm of her weapon hand with the weapon during the ritual - this inflicts a single health level of lethal damage - and spends three blood points which are absorbed by the weapon. Once the ritual is cast, the weapon inflicts aggravated damage on all supernatural creatures for the next successful attacks equal to successes drawn. Multiple castings of Burning Blade cannot be "stacked" for longer durations and the wielder of the weapon cannot choose to do normal damage and "save up" aggravated strikes - each successful attack uses one aggravated strike until there are none left, at which point the weapon reverts to inflicting normal damage.

Eyes of the Grave (GN R1)
The visions that this ritual inflicts can strike at any time. When they do, the target’s player draws Resolve + Composure. If the draw fails, the character suffers a –3 on all actions for the remainder of the scene as he is plagued with visions of his own death. These visions persist for a week.

Principal Focus of Vitae Infusion (HT R1, AS (Draught of the Pebble) R1) – This ritual imbues a single point of Vitae within a small object; no larger than something that can be carried in both hands and down in size to a coin or pebble.  At any time later, the ritualist may mentally release the object from its enchantment, causing it to break down into a pool of blood.  If the ritualist wishes to infuse a focus for an ally, the ally must be present at the casting, but the ritualist still uses a point of their own Vitae, which can lead to the formation of a Blood Bond.

Ward vs Ghouls (HT R2, AS R2, SS R2, KS R1) – As Warding Circle vs Ghouls to cast, however it is used to Ward a single object. Three points of mortal blood are used to activate this ritual. Instead of impeding progress it adds 3 cards to attack draws against Ghouls made using the warded object.

Warding Circle vs Ghouls (HT R2, AS, R2, SS R2, KS R1) – This ritual requires 3 points of mortal blood and creates a 10 foot (or more) diameter circle centred on the ritual location.  The circle can be expanded but the ritual draw suffers a 1 card penalty per extra 10 foot radius. One vitae point from the caster must be spent per 10 foot radius in addition to the usual casting cost of a ritual.  The duration of the ritual is either until sunrise (15 min/draw casting time) or a year and a day (1 hour/draw casting time).  Any Ghoul approaching the circle may make a Wits + Occult draw less penalties to detect that something is amiss.  Entering the ward requires a success on a Resolve + Composure draw with a penalty of the ritualist’s primary path rating.  Failure on the draw results in the Ghoul failing to cross the ward as well as taking three levels of lethal damage.  A warding circle may be attuned to a ghoul (for instance, the ritualist’s ghoul(s)) if the attuned subject is present at the casting of the ritual or donates a blood point.  For each attuned subject, the casting is at -1 draw.

The Open Passage (HT R1, AS R1, SS R1) Walls, locked doors and even sealed vaults cannot stop the Thaumaturge with this ritual. The caster smears snake or vermin excrement over the surface in an intricate pattern which takes an hour to complete. Once finished, the caster becomes insubstantial with respect to that surface. The open passage lasts for only 1 round, so the caster must be quick in stepping through the barrier.

Last edited by ST 2 on Mon Jul 07, 2014 10:36 pm; edited 4 times in total

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9 Re: Blood Magic on Wed Jan 11, 2012 10:43 pm

ST 2

Level 3 Rituals

Eyes of the Past (HT R2, AS R2) – This ritual allows the Blood Magician to view events at the location of the casting, up to five years prior at a specific time and date chosen at the casting.  Up to a 5 minute time span can be watched and during this full sensory enchantment the ritualist will be unaware of her physical surroundings.  This ritual may only affect one room or similar area.

Flesh of Fiery Touch (HT R3, AS (Skin of Nusku) R2) – This ritual inflicts burns on any who touches the subject’s skin.  The subject swallows a hot coal (requiring a Resolve + Composure draw at -3 requiring 3 successes to avoid frenzy) and takes one level of aggravated damage.  Until the following sunset, anyone who touches the subject’s skin takes one level of aggravated damage, which may be reduced by resilience.  The ritual turns the subject’s flesh to a bronzed hue that can be recognised as artificial with a successful Wits + Medicine draw.

Incorporeal Passage (HT R2, AS (Passage of the Ghul) R2) – This ritual allows the Blood Magician to become insubstantial, allowing her to pass through walls or closed doors, escape from manacles and be invulnerable to physical attacks.  Movement through solids must be in a straight line without turning back (so not down through the earth).  The ritual requires that the ritualist hold her reflection in a shard of a broken mirror throughout; losing the reflection ends the ritual, as does the following sunrise.

Pavis of the Foul Presence (HT R1) – A closely guarded secret of Clan Tremere, this ritual protects the often socially inept Warlocks from the powers of the Majesty discipline.  After a length of blue silk is wound around her neck, uses of Majesty on the ritualist rebound on the user.  The number of successes on the reversed power is equal to that gained on the original draw (so the Majesty power must succeed before it can be reversed).  This ritual lasts until the following sunrise.

Ritual of the Unearthed Fetter
This ritual can be used to locate a ghost’s anchor.

Shaft of Belated Quiescence (HT R3, AS R3)
This ritual turns an ordinary stake of rowan wood into a particularly vicious weapon. When the stake penetrates a vampire's body, the tip breaks off and begins working its way through the victim's flesh to his heart. The trip may take several minutes or several nights, depending on where the stake struck. The stake eludes attempts to dig it out, burrowing farther into the victim's body to escape surgery. The only Kindred who are immune to this internal attack are those who have had their hearts removed by Setites. The ritual takes five hours to enact. The stake must be carved of rowan wood, coated with three points of the caster's blood and blackened in an oak-wood fire. When the ritual is complete, the stake is enchanted to act as described above. An attack with a Shaft of Belated Quiescence is performed with a normal stake: a Dexterity + Weaponry draw (modified as per the normal combat rules, as the attack does not need to specifically target the heart - the stake takes care of that) with a damage rating of +1 lethal. If at least one health level of damage is inflicted, the tip of the stake breaks off and begins burrowing. If not, the stake may be used to make subsequent attacks until it strikes deep enough to activate. Once the tip of the stake is in the victim's body, the Storyteller begins an extended draw of the caster's Thaumaturgy rating, rolling once per hour of game time. Successes on this roll are added to the successes scored on the initial attack. This represents the tip's progress toward the victim's heart. When the shaft accumulates a total of 15 successes, it reaches the victim's heart. This paralyzes Kindred and is instantly fatal to mortals and ghouls. Attempts to surgically remove the tip of the shaft can be made with an extended Dexterity + Medicine draw drawn once per hour. The surgeon must accumulate a number of successes equal to those currently held by the shaft. Once surgery begins however, the shaft begins actively evading the surgeon's probes, and its draws are made once every 30 minutes for the duration of the surgery attempt. Each individual surgery draw that scores no successes inflicts a level of lethal damage on the patient. Shaft of Belated Quiescence may be performed on other wooden impaling weapons, such as spears, arrows, practice swords and pool cues, provided that they are made of rowan wood. It may not, however, create Bullet of Belated Quiescence - wooden bullets are not large enough to absorb the full amount of blood required for the ritual.

Ward vs Lupines (HT R2, AS R2, SS R2 KS R1) – As Ward vs Ghouls, except that it requires a handful of silver dust, rather than 3 points of mortal blood.

Warding Circle vs Lupines (HT R2, AS R2, SS R2 KS R1) – As Warding Circle vs Ghouls, except that it requires a handful of silver dust, rather than 3 points of mortal blood.

Last edited by ST 2 on Mon Jul 07, 2014 10:39 pm; edited 4 times in total

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10 Re: Blood Magic on Wed Jan 11, 2012 10:44 pm

ST 2

Level 4 Rituals

Bone of Lies (HT R1, AS (Stain of Guilt) R1) – This ritual enchants a mortal bone, at least 200 years old, so that anyone holding it must tell the truth.  The ritualist infuses ten points of vitae into the bone; as someone holding it attempts to tell a lie, a point of infused vitae is consumed and they are compelled to speak truthfully.  As the vitae is used, the bone is slowly blackened and corrupted until after the last point of vitae is expended, the bone is rendered useless.

Cadaver’s Touch (GN R1)
Using this ritual on a target imposes a –3 modifier to all Social, Perception and Initiative draws.

Firewalker (Sabbat HT, R4, AS (Ishum’s Blessing) R2) – By cutting off the end of one of her own fingers (requiring a successful Resolve + Composure Draw) and burning it in a ritual circle, the Blood Magician renders herself more tolerant of flame.  For the one hour that this ritual lasts, the ritualist gains effective Resilience equal to her Stamina (and so can downgrade additional aggravated damage caused by fire to lethal damage).  This ritual can be cast on others at the cost of more of the ritualist’s fingertips.

Scry (HT R2, AS (Hidden Witness) R3, SS R2, KS R3(Pool of secrets)) – This ritual causes a small body of water to become a scrying pool, giving a view of a person or location.  By mixing a small amount of owl’s blood with the water, the caster can see and hear as if actually present.  The limitations to this are that additional powers may not be used through the scrying pool, that if the scrying is centred on a person, the ritualist must have an item belonging to the subject in their possession, or know their true name and that if the scrying is on a location, the location cannot be changed for the duration of the ritual.  The ritual lasts for a number of hours equal to the successes on the draw.

Ward vs Kindred (HT R2, AS R2, SS R2, KS R1) – As Warding Circle vs Ghouls to cast, however it is used to Ward a single object and in this case works on Kindred.  A single point of vitae from the caster, rather than three points of mortal blood, is used to activate this ritual. Instead of impeding progress it adds 3 cards to attack draws against Kindred made using the warded object.

Warding Circle vs Kindred (HT R2, AS R2, SS R2, KS R1) – As Warding Circle vs Ghouls, but using three points of the caster’s vitae and affecting Kindred.

Last edited by ST 2 on Mon Aug 12, 2013 5:34 pm; edited 2 times in total

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11 Re: Blood Magic on Wed Jan 11, 2012 10:46 pm

ST 2

Level 5 Rituals

Abandon the Fetters of Blood (HT R2) - With this ritual, a closely guarded secret of the Tremere, Blood Bonds can be broken.  With a trait of Blood from herself, the regnant and the subject in a glass container, the ritualist forms a bond to the subject, then exsanguinates and excoriates the subject near to death, finally breaking the container and the blood bond in a scalding steam.  The subject takes four aggravated damage and loses a permanent willpower, while the ritualist takes one level of aggravated damage.  Unsurprisingly, few who are aware of this ritual would willingly allow a Tremere to perform it on them.

Blood Contract (HT R2, AS (Blood Oath) R3) – This ritual creates an unbreakable agreement between two parties who sign it.  The document must be written in the ritualist’s vitae and signed in blood by both parties in a ritual that takes place over three nights, after which time both parties are compelled to perform the terms of the contract.  Should either party break the contract, all of their health boxes are immediately filled with lethal damage (no possibility of resistance).  The only way to terminate the contract is to fulfill the terms or to burn the contract itself.

Grasp the Ghostly (GN R1)
This ritual allows the necromancer to conjure up anything he can think of from the Underworld. This ritual can’t be used to conjure up advanced technology (cars are acceptable, but not computers), but the technology it summons up only requires a point of Willpower every week to keep running. These objects fade after about a year of use, but during that time they function normally, and travel with the vampire if he enters Twilight or the Underworld. If the vampire doesn’t pay the weekly Willpower cost, the object fades away and returns to the Underworld. The vampire must trade an object of roughly equal mass for the object he is conjuring up, but the material is unimportant — he can trade a small pile of trash for a functioning gun, for instance.

Paper Flesh (Sabbat HT R4) – This ritual drains the vitality of the subject, stripping away Stamina and Resilience.  The ritualist inscribes the true name of the subject on a piece of paper, which she cuts herself with, then burns to ash.  The subject’s Stamina and Resilience are reduced to one for the remainder of the night (unless the subject’s Blood Potency is six or higher).

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12 Koldunism Writeup - Way of Spirit on Sun Oct 04, 2015 8:32 pm

ST 1

No distinct powers exist for each level of the Way of Spirit. Instead, greater mastery widens the domain a koldun may claim. Furthermore, this way may expressly exceed a rating of 5, though such incredible power demands equal mastery over the Discipline of koldunic Sorcery. Elder koldun who achieve such an inhuman feat grow detached from individual people and events that do not concern their domains as a whole. Mechanically, this alienation subtracts one from Empathy draws for every two levels above four. Characters without the koldunism Occult specialty may not learn any levels of this path.

To activate the Way of Spirit, the player spends one Willpower point and draws Presence + Occult + Path - the rating of the intended area of effect; see below. Characters may not attempt a range greater than their current mastery of the way permits. A failure has no effect apart from wasting Willpower. On a botch, the earth itself rejects the koldun and bars any further use of the way until the sun next sets. Successes grants sensory omniscience in the area of effect, lasting one hour per success. Within this territory, the koldun sees, hears, smells and even tastes everything at once. His touch flows through the dominion as on a breeze or a ripple in the soil, invisible and so capable of perceiving the invisible and spiritual realm. While such wide-reaching senses can immediately detect the presence and rough locations of intruders and spirits, the koldun must concentrate to focus on specific objects or individuals. This requires a Wits + Composure roll (penalty determined by the Storyteller). As with Auspex, the mystical senses conferred by the Way of Spirit may confound Obfuscate and other forms of illusion or concealment. (Clash of wills applicable)

Once a koldun extends his senses with this path, he may evoke powers of other koldunic Sorcery paths anywhere within the territory. Apart from their extended range, such powers operate as normal. No power may be used that has a level exceeding the vampire’s rating in the Way of Spirit. For example, it is not possible to create earthquakes many miles distant without a rating of 5 in both the Way of Earth and the Way of Spirit.

50 feet
100 yards
1 mile
5 miles
+ 10 miles per dot over 5

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13 Way of Earth on Sun Oct 04, 2015 8:47 pm

ST 1

Grasping Soil

A koldun invoking this power may command earth to rise in a spray of dirt and crawl up a victim’s legs. Depending on the will and temperament of the sorcerer, the soil may appear as heaped mounds or sculpted to a parody of clutching arms. Regardless, the end result is the victim’s sudden immobility. This power can command only soil, not stone, and may target only victims standing on the earth.

The koldun may direct any patch of earth within a 100-foot radius to ensnare a target for two rounds per success rolled. Animated dirt ascends and constricts midway between the victim’s knees and hips, holding her fast unless her player scores five successes on a Strength + Athletics roll (Extended if not successful in 1 rd). It is also possible to use this power as an attack, in which case the grasping earth crushes once and then releases. Used in this manner, each success on the casting (Path + Stamina + Occult) inflicts one level of lethal damage. Such damage manifests exclusively as broken legs and crushed feet.

Endurance of Stone

Drawing the essence of earth into himself, a koldun may gain a measure of its preternatural resilience. Under the effects of this power, a Cainite's skin resembles a horrid fusion of flesh and stone that cracks and flows impossibly with every movement.

A successful activation draw (Stamina + Occult + Path) grants the koldun two extra dots of Stamina for the rest of the scene. These dots are considered part of the character's natural Stamina and may aid in any uses of that Attribute.

Hungry Earth (The Way of Earth 3)

Expanding on the power of Grasping Soil, a koldun may use this power to drag a victim into the earth and crush her with its pitiless grip. He need only gesture and the soil beneath his victim opens like the maw of a great beast. Tongues of cold mud lash forth to drag the victim into the closing pit, leaving her buried to the neck. This power may ensnare any victim who stands upon the earth within 100 feet of the koldun.

Like Grasping Soil, every success on the activation draw (Stamina + Occult + Path) leaves the victim trapped and immobile for two turns. Unlike the lesser power, the Strength + Athletics roll to break free is at -2 and still requires five successes. As the earth continues to shift and grasp while the power remains active, this roll must be made as a single (though repeatable) attempt rather than an extended test. In addition, beings trapped in the crushing pit suffer one level of lethal damage each turn. At the end of the power’s duration, the earth yawns once more to release the victim.

Root of Vitality

As with Hungry Earth, the koldun may direct the land to bury any target standing on the earth within a 100-foot radius. Yet this power is far more benevolent in its intent, if no less disturbing in its manifestation. The soil ripples, parting and closing like some obscene womb as it draws the target a full yard beneath the surface. Living beings entombed in this fashion do not suffocate, as the enchanted soil pumps air from above in undulating breaths. Better still, the fertile essence of the earth presses upon her flesh and restores it to new health. Still, the process is highly disturbing and unnatural, especially as targets remain wholly aware in silent, helpless immobility for the full duration. It is possible for a koldun to heal himself with this power.

The player spends as many vitae as desired (which may require multiple turns depending on generation) and makes the activation draw. (Stamina + Occult + Path). Each success permits the earth to heal two levels of bashing damage or one level of lethal damage. Healing aggravated damage requires two successes per level. The total number of health levels that may be restored with each use of this power is the number of blood points invested or the number of successes on the activation roll, whichever is lower. Any blood points spent beyond the number of successes drain away to no effect. The actual healing process takes one turn per bashing level, one minute per lethal level and one hour per aggravated level. Once the healing is complete or the power is interrupted through determined excavation, the earth pushes the target back to the surface.

Kupala's Fury

Mortals pray in fear when the mountains shake. They fear the wrath of the Old Gods, and rightfully so. With this power, a koldun may rouse the taint of Kupala with his blood so that the eldritch force may gnaw at the roots of mountains and thrash beneath the land like the great dragon of Tzimisce heraldry. It is not a power used lightly or capriciously, but it represents one of the greatest weapons available to Koldunic Sorcery.

This power requires a Willpower point in addition to the usual cost and activation draw. The koldun smites the earth with his fist or stamps angrily, and his anger flows invisibly through the soil to any target in his line of sight. The quake erupts outward from that point, inflicting 5 lethal damage on everything and everyone in the area of effect. Most wooden structures collapse entirely and even stone buildings may grow cracked and pitted with superficial damage from the shaking earth. This tremor lasts one turn and affects an area determined by the number of successes rolled. It is not possible to apply fewer successes than those rolled.
1 success One shop or simple home
2 successes Five lesser structures or a medium-sized keep
3 successes An entire village street or a medium-sized castle
4 successes An entire village district or a large castle
5 successes An entire village

Last edited by ST 1 on Sun Oct 04, 2015 9:06 pm; edited 2 times in total

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14 Way of Fire on Sun Oct 04, 2015 8:49 pm

ST 1

(Manipulation + Occult + Path)

Fiery Courage

No vampire can master an element he fears, so this power dims that fear to a mere ember of its former intensity.

Once learned, this power is permanent and requires no activation roll or blood. The koldun adds his rating in the Way of Fire to Courage draws to resist Rötschreck from exposure or proximity to flame. This power does not aid in resisting the panic that accompanies sunlight or any other causes apart from actual fire.


The Cainite's eyes flash vivid orange with sorcerous power as superheated air coils around the target. In moments, the target bursts into spontaneous flame.

For every success on the activation draw, the target suffers one level of fire damage. Defence applies and this power can affect living (or unliving) beings at -2 to the draw. It is possible to make only one fiery attack per turn.

Wall of Magma

The koldun raises his hand and the earth splits, spraying a wall of glowing magma 10 feet high. Normally, this wall forms a 10-foot radius circle around the vampire, although the power can raise other shapes with practice and skill.

The wall of magma summoned with this power has a lifespan of two rounds per success rolled. If the koldun wishes to release the magma along a shape other than a protective circle, subtract 1 from the draw. Characters cannot approach a wall of molten rock without a Rotscheck draw at -2, and even then the close blistering heat inflicts a level of aggravated damage. Actual contact with the lava increases the damage to three levels.

Heat Wave

The koldun acts as a conduit for steam geysers and channels a blast of desiccating air at a victim within line of sight. This fiery wind appears as a rippling heat wave enveloping the victim. Individuals slain with this gruesome power appear as withered, mummified husks.

This power is resisted by Stamina with successes levels of lethal damage. Vampire targets also lose 5 blood points regardless of the damage inflicted.

Volcanic Blast

At the final mastery of Way of Fire, a koldun commands lava to explode from the ground in a huge geyser. The molten rock spews across a wide swath before crashing to earth and flowing in all directions. Anything in the path of the molten rock burns, melts or vaporizes within moments. The caster may direct the lava to erupt anywhere in his line of sight.

This power costs one Willpower point in addition to the usual vitae. For every success on the activation draw, the initial lava burst lasts one turn. The rivers of burning liquid rock then flow sluggishly for twice this duration before suddenly cooling and hardening. Even if an object survives the heat, it now lies trapped beneath the rock. Anything that makes contact with lava suffers a minimum of three levels of aggravated damage. For object that don’t have health levels, the Storyteller must decide how many turns they last before melting or erupting into their own infernos. A botch on this power opens the lava geyser under an unintended target, possibly the koldun himself.

Last edited by ST 1 on Sun Oct 04, 2015 9:24 pm; edited 2 times in total

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15 Way of Sorrow on Sun Oct 04, 2015 8:50 pm

ST 1

Draw: Maipulation + Occult + Path

The Frustrations of Nestretcha

Named for the goddess of grief and failure, this power allows the koldun to rob an opponent of his resolve. The koldun's stare saps the target's will to struggle. Although the victim is overcome with a resigned pessimism or feelings of defeat, he can still take action to resist the koldun, including combat, but only in a half-hearted or fearful way. He musters none of his usual passion or determination.

The koldun's player spends a Willpower point. Draw is resisted by Resolve + Composure. For one turn per success, her target's player can't spend Willpower points to activate Disciplines or gain cards. In storytelling terms, the victim might also lack strong motivations or convictions for the power's duration ("What difference does it make?" or "I just don't care anymore"). For this power to be effective, the koldun must make eye contact with her victim.

The Insults of Krivda

Any Fiend worthy of the name can spit out a telling insult. But with this power, Krivda — a goddess of hatred and bitterness — ensures that the remark offends, enraging the recipient. In the Tzimisce – Tremere conflicts of nights long past, koldun carried Krivda on their tongues, inciting their Usurper opponents to frenzy. They preferred to deal with angry fangs instead of calculated Thaumaturgy. This is a dangerous power to use, but it can unbalance a physically weak opponent who has access to powerful Disciplines or could be used to embarrass a Cainite by causing him to frenzy in public.

After her player spends a Willpower point, the koldun insults the target in the most offensive and humiliating way she can conceive. The koldun's player draws resisted by the victim's Willpower. If the draw is successful, the target flies into an uncontrollable rage and assaults the koldun. If the target is a vampire, he must immediately roll to resist frenzy (penalty of the number of successes on the activation roll).

The Weeping of Kruchina

The glare of a koldun can make someone so miserable that they do nothing but cry. This power does more than spill a few tears — it causes hysterical bawling, wailing and gnashing of teeth. Some depressing notion overcomes the victim. Vampires might mourn their lost humanitas or the passing of lovers who died long ago. Sometimes the source is more nebulous— koldun believe that it imparts the collected sorrow of their demesnes' sickened soil.

The koldun's player spends a Willpower point and draws resisted by the victim's Willpower. For one turn per success, the target is overwhelmed by intense misery and cries uncontrollably. Actions that require concentration are impossible for the power's duration. Kindred lose a vitae each turn as copious amounts of vitae stream from their eyes.

The Misfortune of Chernogolov

With a declaration that a person is doomed or destined to fail, the koldun summons the attention of Chemogolov—the silver-mustached god of misfortune — to her victim. Under Chemogolov's unlucky gaze, he is hindered in everything he does. If he fails, he does so spectacularly.

The kolduris player spends a Willpower point and draws resisted by the victim's Willpower. For one turn per success, the target automatically loses two successes on every roll he attempts. Botches experienced under the effects of the Misfortune of Chemogolov should be especially disastrous.

The Starvation of Marena

By invoking the wife of Kupala, the koldun summons the cold and starvation that is the domain of Marena. A frosty gale blasts the victim and leaves him emaciated as if he had just survived the coldest of winters. The frostbitten and starving victim clings to (un)life, usually in no condition to contradict the koldun. The cold symbolizes of the passage of time in harsh conditions.

The koldun's player spends a Willpower point and draws resisted by the target's Willpower . For each success, the victim takes two levels of bashing damage. In addition to this damage, vampires lose one vitae for each of the koldun's successes — healthy prey was scarce in the Eastern European winter.

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16 Way of Water on Sun Oct 04, 2015 8:51 pm

ST 1

Draw: Wits + Occult + Path

Pool of Lies

This versatile power creates three-dimensional illusions along the surface of a water source. How a koldun uses such illusions depends on temperament and intent. It is just as easy to feign a divine visitation as a cunning seduction leading to drowning.

With a successful activation draw, the koldun may project an illusion on any water surface in line of sight. The illusion may speak and move however the vampire wishes, though it has no substance and cannot step beyond the bounds of the water. The phantom lasts one turn per success drawn, after which it slowly dissipates into fine mist. It is possible to extend this lifespan with subsequent activations of the power, each of which stack in determining final duration. Draws to extend an illusion’s duration are at a cumulative -1 but require no blood. Once an illusion fades away, it must be cast anew.

Watery Haven

As the feral Gangrel meld with the earth, so may a koldun with this power gracefully sink beneath the water to escape the sun. The vampire does not so much submerge as merge with the water. Though his slumbering form may be visible at odd angles from above, not even the most determined splashing can disturb his rest.

This power requires no blood. If the player gains two or more successes on the activation draw, the vampire sinks into the water as per the Protean power Interred in the Earth. A body of water must be at least two feet deep and as large in other dimensions as the vampire's body to contain him. Catching a glimpse of a hidden koldun in the water requires a successful Wits + Investigation draw at -2.

Fog Over Sea

Moving with the unnatural grace of a ghost, a koldun employing this power may stride across water as readily as land, leaving nary a ripple to mark his passing. Some vampires delight in using this power in conjunction with Pool of Lies to conjure panoplies of phantasms to attend them.

For every success on the activation draw, the koldun may walk on water for one scene or one hour, whichever is longer. A koldun may choose to drop the effects of this power in order to submerge or swim, but he may not walk on water again unless he reactivates the power.

Minions of the Deep

By dripping his blood into a body of water, a koldun may summon or rouse embodied water elementals to serve him for a night. Such minions are infallibly loyal, if not especially clever. Despite their liquid form, they are solid enough to grab a man and drag him to a watery grave or pummel him as the crashing surf.

The player spends one Willpower point and makes the standard activation draw. With success, the player may spend blood to summon elemental minions. This blood must be dripped or flung into a body of water, which may require multiple turns depending on generational limits for blood expenditure. Once the last drop of blood falls, the water rises into whatever form(s) the koldun desires. The caster may create as many minions as blood points spent, though not more than the total number of successes drawn. Regardless of their form, the spirits have a rating equal to the vampire’s Wits in all Traits. These beings have no Knowledges and no Skills apart from Stealth. Furthermore, their Mental and Social Attributes are considered to have a rating of 1 except in passive or defensive situations (such as to resist persuasion or mind-control). Water elementals suffer damage as vampires, including from the boiling rays of sunlight. Fire harms them less, inflicting bashing damage only. Moreover, the watery creatures may certainly extinguish flames with their liquid bodies, though not without suffering injury. An elemental that leaves the body of water that spawned it suffers one level of aggravated damage per hour. Minions regenerate one level of damage each turn they remain in contact with a large body of water but do not otherwise heal. Elementals have a number of health levels equal to the koldun's Willpower. Unless destroyed, summoned minions last until the next dawn before collapsing into inanimate puddles.

Doom Tide

Many Turkish ships lie at the bottom of the Black Sea, shattered by the whirlpools of the koldun. Victims of this power must fight with every ounce of their strength or fall into the whirling airless depths below.

The player spends a Willpower point in addition to the usual vitae. For every success on the activation draw, the resulting whirlpool has a radius of five feet, centered anywhere in the vampire’s line of sight. Whirlpools have a base Strength of 15, increasing by 5 per success after the first. Victims must successfully oppose this Strength with their own Strength + Survival in order to break free. Those who fail are sucked into the depths and pounded with crushing currents. Living beings drown normally, while vampires and other nonbreathing creatures simply remain trapped helplessly in the vortex. This power lasts for one scene.

Last edited by ST 1 on Sun Oct 04, 2015 9:36 pm; edited 1 time in total

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17 Way of Wind on Sun Oct 04, 2015 8:52 pm

ST 1

Draw: Wits + Occult + Path

Breath of Whispers

Even in their absence, koldun instill deep fear in their boyars. This power carries the vampire's words on a light breeze and returns with the target's reply. The vampire need only address the target by name and forcibly mimic a deep exhalation of breath as he speaks his message.

Every time the koldun wishes to send a new message via this power, his player makes the usual activation draw. The player need only spend blood the first time the power is used during a given scene. Each success permits one turn of speech. After the vampire concludes the message, swift winds carry it to its destination. Within a minute, the target hears the koldun as if the vampire had whispered in his ear. He may reply or remain silent, but anything he says within a number of turns equal to the length of the vampire's message flies back to the koldun... This power may bring words to anyone within a mile who is not in a sealed room. While using this power, a koldun must concentrate fully. Any disturbance breaks the communication.

Biting Gale

Vengeful koldun sought to invoke a wind as chill as air atop the Carpathian Mountains. This power achieves that end, unleashing a cutting wind that can freeze a man’s blood in his veins as it swirls through an area of his choosing. Besides its obvious combat applications, this power also facilitates a dramatic entrance for those so inclined.

With a successful activation draw, the koldun summons a freezing wind within a maximum of a 100-yard radius. Anyone caught in this frigid blast suffers one bashing damage each turn, loses two dice from all Dexterity draws and moves at half normal speed. The winds last as long as the koldun wills, provided he maintains concentration. Any nonreflexive actions on the part of the vampire cause the winds to still and dissipate. This includes any movement.

Breeze of Lethargy

Although they cannot induce immediate sleep, the winds evoked by this power bring growing exhaustion and numbing weariness through every muscle. Victims of this power often smell a hint of bittersweet smoke before they fall entranced.

For two rounds per success, the koldun creates a wind inflicting extreme lethargy within a 200-foot radius. Players of characters caught in this wind must draw Stamina + Athletics -1 per 2 rounds exposed. This roll is made once every two turns of exposure. Failure means the character halves all draw pools involving physical actions for the remaining duration of the wind and halves all movement rates for the scene. A botch puts the character to sleep (or a state of light torpor for vampires) for the scene. Sleeping characters awaken if prodded, shaken or otherwise manhandled, though they move slowly and may suffer halved draw pools if the wind still persists.

Ride the Tempest

A koldun employing this power moves at incredible speeds riding along the winds. Such voivode may appear in each of their boyar's homes and the villages of their lands in a single night, instilling fear among the peasants and terrorizing all to fealty. Few mortals of any class dare risk the wrath of a koldun who may arrive to administer punishment. While traveling with this power, a vampire assumes a blurred form that coalesces as he reaches his destination.

With a successful activation draw, the koldun fades into the wind and flies at 250 mph to his destination. This power cannot function effectively in caves, buildings or other firmly enclosed areas, and any vampire foolish enough to try suffers 5-10 bashing damage for his trouble from crashing into walls. Outside, the vampire's flight navigates all obstacles. Once the koldun arrives at his destination or the scene ends, the vampire descends to earth and fully solidifies. Such an arrival is quite impressive, heralded by a flurry of sudden gusts that extinguish candles and blow leaves about.

Fury of the Night Sky

Applying fury magnified by blood and will, a koldun may project the full measure of his anger into the night sky. Churning gray clouds blot out stars and moon, unleashing spiraling gusts and a driving downpour of freezing rain. Lightning arcs overhead, each thunderous flash casting jagged shadows.

With a successful activation roll and a point of Willpower (in addition to the usual vitae), a koldun may conjure a terrible storm. It takes six hours for the clouds to gather and thicken overhead, minus one hour for every success drawn. If this results in a duration less than one, the clouds blossom outward from directly overhead like a black canopy, filling the sky in mere minutes. Once the clouds form, the rain begins to fall in torrents and the lightning begins. The storm persists at full strength for one hour per success drawn. It gradually dissipates during the hour following that. During the peak of its fury, the storm may cause flooding and certainly chills any exposed mortal to the bone (one bashing damage every five minutes of full exposure). Lightning strikes regularly — far more than a usual storm. Indeed, a koldun may direct lightning at a foe. This requires the player to spend one Willpower point and successfully draw Wits + Occult. A successful strike inflicts 10 bashing damage.

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18 Necromancy - Sepulchre Path on Sun Jul 23, 2017 12:02 am

ST 1

• Insight: (Wits + Composure + Sepulchre Path)
This power requires eye contact. It can be used on vampires in order to witness their last moments of life (that is, the Embrace), and in this caseis resisted by Wits. If the vampire is willing to submit to this power, do not apply this penalty. The necromancer suffers a penalty based on how thorough the information he is trying to uncover. For example, if a necromancer wants a clear image, with sound, of the minutes preceding death, they incur a –3 penalty.

•• Summon Soul: The necromancer can call up a ghost from the Underworld or from Twilight. The vampire acts as a temporary anchor, allowing the ghost to manifest and answer questions. Vampires that have been diablerized and souls that have been destroyed or passed on cannot be summoned with this power. The vampire must know the ghost’s name in order to summon it.
Cost: 1 Willpower
Draw Pool: Presence + Occult + Sepulchre Path
Action: Extended (target number equal to the ghost’s Willpower)
Roll Results:
Dramatic Failure: The ghost that the vampire summons is malevolent, powerful and completely out of control. The ghost can remain in the area and bedevil the Kindred until the necromancer’s player succeeds on a Manipulation + Occult roll to cancel the summoning.

Failure: No successes are added to the total.

Success: Successes are added to the total. If the player reaches the target number, the ghost appears. The player can ask a number of questions equal to the vampire’s Necromancy rating, which the ghost answers to the best of its ability. Any questions beyond this number require a Manipulation + Occult draw to keep the summoning steady. If this roll fails, the ghost vanishes.

Exceptional Success: In addition, if the player achieves the target number with an exceptional success, the vampire can ask as many questions as he wishes of the ghost.

••• Compel Soul: The vampire can use this power to command ghosts, whether he first uses Summon Soul to call the or simply finds them in the course of an investigation. In the latter case, the vampire must know the ghost’s name.
Cost: —
Draw Pool: Manipulation + Occult + Necromancy vs the ghost’s Power + Resistance)

Draw Results:
Dramatic Failure: The vampire loses the contest, and the ghost is able to anchor itself to the vampire for the remainder of the night. The ghost might decide simply to follow the vampire around, or might actively and maliciously haunt him. In any case, the vampire cannot use Necromancy (any path) on this particular ghost for the rest of the night.

Failure: The player achieves fewer successes than the Storyteller. The ghost resists the attempt to compel it. If the ghost remains in the scene, the character can try to compel it again, but incurs a –1 penalty for each failed attempt.

Success: The vampire’s player achieves more successes than the Storyteller. The ghost is bound in service to the vampire for the remainder of the scene. It must answer any questions truthfully and perform any service the vampire requires of it (within its ability), but it is bound only by the letter of the law, not the spirit.

Exceptional Success: The vampire’s player wins the contest and draws an exceptional success. The ghost is bound in service for the remainder of the scene, and must serve the vampire to the best of its knowledge and ability, following the vampire’s intent as well as his literal commands.

If the vampire succeeds in compelling the ghost, the player can spend a point of Willpower to bind the ghost for the remainder of the night. He can spend a Willpower dot to bind the ghost for a year and a day.

•••• Haunting: The vampire can bind a ghost to a place. The roll is Presence + Occult + Sepulchre Path contested by the ghost’s Power + Resistance. If the vampire wins, the ghost is trapped in the given locale for the remainder of the night (the player can extend this to a week by spending a point of Willpower, and a year with a dot of Willpower). This removes the ghost’s ability to jump automatically to any other anchors it might possess, but the ghost can attempt to escape once per night. This requires a Power + Resistance roll with a penalty equal to the vampire’s Necromancy rating. If the ghost attempts to leave the area and fails this roll, it suffers one point of aggravated damage per turn until it returns. If it loses all of its Corpus to this damage, it is destroyed.

••••• Torment: This is a simple attack against a ghost or spirit in Twilight. The vampire must touch the ghost. If this action succeeds, the player draws Strength + Occult + Sepulchre Path – the ghost’s Resistance. Every success inflicts a point of lethal damage to the ghost.

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19 Necromancy - Bone Path on Sun Jul 23, 2017 12:09 am

ST 1

This path involves raising the dead as zombies. Each zombie has the following base traits:
Attributes: Power 1, Finesse 1, Resistance 2
Size: 5 (or less if the corpse is small)
Speed: 1*
Initiative: 1*
Defense: 1*
* These traits begin at 1, regardless of Attribute scores. Zombies do not suffer wound penalties and cannot heal damage naturally. Bashing, lethal and aggravated wounds are marked normally, but zombies never suffer incapacitation — they just keep going until their last Health point is lost to aggravated damage. When a zombie’s final (rightmost) Health box is marked with bashing damage, no roll is required to remain conscious. When its final Health box is marked with lethal damage, it does not collapse and begin bleeding to death — it keeps going. Any damage suffered after that is upgraded to aggravated. Once this happens, the corpse loses body parts with each new upgraded wound until it is completely pulverized or disintegrated (the Storyteller decides which parts fall off with each wound). A zombie continues to rot. It suffers one lethal point of damage with each passage of a number of days equal to its Resistance. A zombie with a Resistance of 3 therefore suffers one lethal point of rotting damage every three days. In addition, zombies created by a given vampire have a vulnerability to one specific type of attack, such as fire, damage to the brain or carving a mystic sigil on one’s body. If a zombie suffers at least one lethal or aggravated point of damage from an attack to which it is vulnerable, it is destroyed instantly. The player chooses the zombie’s vulnerability when the vampire first learns the Bone Path.

• Tremens: The player rolls Dexterity + Occult + Bone Path and spends a Vitae point. The corpse must be within line of sight of the vampire. The draw is modified based on how elaborate the vampire wishes to make the corpse’s movement. Under no circumstances can the vampire use the corpse to attack a target.

Modifier Movement
— The corpse moves one limb, opens its eyes or mouth, or performs some other simple movement
-1 As above, but with a trigger — the corpse opens its eyes if someone touches it within the next scene
-2 The corpse makes a movement involving up to half of its body (kicks legs, sits up, covers its eyes)
-3 As above, but with a trigger
-4 The corpse makes an elaborate movement — the corpse sits up, opens its eyes, and points in particular direction
-5 As above, with a trigger

•• Apprentice’s Brooms: The player spends a Vitae point and rolls Wits + Occult + Bone Path, with a penalty equal to the number of corpses the character wishes to animate. The zombies created are the basic zombies described above, and perform their task until they rot away, the work is completed, or something destroys them.

••• Shambling Hordes: The vampire can create zombies capable of attacking targets. The player spends one Willpower point, rolls Wits + Occult + Bone Path with a penalty equal to the number of corpses being raised, and spends a point of Vitae for each corpse. The corpses can be set to guard an area or an object, and will wait there until they rot or the necromancer releases them. If the necromancer expends a dot of Willpower, the zombies do not rot, and can wait forever to fulfill their tasks (they can still be destroyed normally, however). The vampire can improve the zombies. Every success on the roll can be used to raise an Attribute by one point. This change applies to all
zombies raised with a particular application of the zombie.
For example, a Giovanni attempts to create zombie guards out of four corpses. The player spends one Willpower point and four Vitae, and rolls Wits + Occult + Bone Path – 4 (because the player is raising four zombies). The player rolls two successes, and chooses to raise the zombies’ Power by two points (the zombies hit a little harder than usual, but are still fairly fragile). If the character had a lot Willpower to spare, he could raise each zombie individually. It would cost more Willpower, but allow for a larger dice pool for each zombie (which could translate to more successes to improve the zombies).

•••• Soul Stealing: The vampire can pull a living soul from its body. This requires a contested roll of the vampire’s Resolve + Occult + Bone Path vs. the victim’s Resolve + Composure. This power only functions on non-supernatural mortals, not on vampires, werewolves, mages and so forth. The number of successes that the vampire’s player rolls is the number of hours that the soul is ripped loose from its body. During this time, the soul wanders, probably very confused, in Twilight, and the vampire can use the body as a vessel for Daemonic Possession.

••••• Daemonic Possession: The vampire inserts a ghost into a soulless or recently dead (no more than 30 minutes) body. The ghost must agree to this arrangement. The vampire spends a Willpower point, but no dice roll is necessary. If the body is dead, this power does not prevent it from decaying, meaning that it will eventually lose the ability to pass as human. If the body’s soul was removed with the Soul Stealing power, the body’s original owner can attempt to repossess it once per night (contested Resolve + Composure roll with the ghost using the body).

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20 Necromancy - Ash Path on Sun Jul 23, 2017 12:13 am

ST 1

• Death Calls to Death: The vampire can sense ghosts. Whenever the character enters a haunted area or comes within 20 feet of a ghost’s anchor, the Storyteller draws the character’s Wits + Composure. If the roll succeeds, the character realizes that he is near a ghostly object or a haunt. This doesn’t necessarily mean that a ghost is presently nearby (since some ghosts have multiple anchors), but it lets the vampire know that he might wish to investigate further.

•• Dead Hand: The character spends a Vitae point and rolls Wits + Occult + Ash Path. Success means the character is able to interact with Twilight entities until the end
of the scene, or until he cancels the power, which ever comes first.

••• Shroud Mastery: The vampire can alter the ease with which ghosts can manifest. The player rolls Resolve + Occult + Ash Path and spends one point of Willpower. Every success allows the vampire to raise or lower the manifestation modifier of his immediate area by one (see p. 210 of the World of Darkness Rulebook). Any changes made last for one scene.

•••• Ex Nihilo: The character can enter Twilight directly. All of the character’s clothes and small objects that he carries (but not larger objects such as vehicles, and not other living or unliving beings) change with him. While in Twilight, the vampire can interact with Twilight entities and move as a ghost, but cannot feed on ghosts or spirits. The character spends a point of Vitae and a point of Willpower and draws Stamina + Occult + Ash Path. The vampire can exit Twilight at any time.

••••• The Black Key: The vampire can create a doorway to the Underworld. The Underworld is a dangerous and mysterious place, even for the Kindred. The ghosts that dwell there are well beyond their living days and have no anchors, and delving deep into the Underworld leads to strange domains with rulers and denizens over which even the Giovanni have no sway. The character must draw a door in chalk or blood. The player spends one Vitae and two points of Willpower and rolls Manipulation + Occult + Ash Path. If the roll succeeds, the gateway opens and remains so for one minute per success. Once the gateway closes, the vampire must use this power again to exit the Underworld.

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