Below is a list of the officially published list of rituals that can be practiced via Koldunic Sorcery.
Rituals[]
- [1]
- Drinking Death: The Koldun "drinks" from the bloodied soil of a graveyard, feeding themselves as if consuming human blood.
- Enlightenment: The Koldun makes himself able to perceive léleks (elemental nature spirits) in his vicinity.
- Hospitality: The Koldun awakens the spirits in an area attuned to him, like his Haven, animating the objects and granting them limited sentience. The objects speak if spoken to and sometimes even when the Koldun does not command, though always with deference and fear.
- Master of the Domain: The Koldun makes themselves appear more commanding and intimidating to those inside their domain.
- Mephistophelean Minx: The Koldun feeds an animal not larger than a cat one point of his blood. After that, the animal is sent out near a sleeping child. If the cat manages to lay on the child's face, some part of its essence is instead bound to the Koldun, who regains Willpower for a night. A child whose essence has been stolen three times in a row dies.
- Reawakening the Dead Water: The Koldun drips some of his blood into a body of water and drinks it. He regains one point of temporary Willpower.
- Reflections: The Koldun takes up an object made out from natural materials. Using the object as an anchor, the Koldun can observe the place where it was taken from in exact detail. The place appears exactly as it was when the Koldun took the object.
- Ritual of Death's Embrace: The Koldun drinks a goblet containing a foul mixture of wine, ashes and his vitae. Afterwards, he may drink from a victim and replace its blood with his own vitae. The victim does not become a ghoul, but instead suffers from anemia. When the Koldun has replaced all of the victims Blood Pool with his own vitae, the target dies and is Embraced.
- Servitor's Perception: The Koldun shares their Koldunic powers of Genius Loci with a ghouled animal so that they may use said power through their ghoul, seeing through their eyes.
- Treasured Ornaments: The Koldun awakens the simple spirits of objects within their abode. These spirits act as simple sentries that may see, hear and communicate but do little else.
- Truth in Water: By tarnishing a small pool of water with their blood, the Koldun creates a simple lie detector. When anyone lies while standing inside the pool said pool will begin to boil.
- Unnatural Decay: The Koldun curses 1km of arable land, making all crops within it poisonous.
- [2]
- Autumns Armor: The Koldun creates a protective coat of earth around themselves, strengthening their body but lowering their Social attributes.
- Blood of Flame: The Koldun transforms his own vitae into a muddy sludge that will ignite when anyone comes in contact with it.
- Borne by Wind: The Koldun rides the wind from their current location to anywhere within sight.
- Craft Weirding Stone: The Koldun takes a crystal and invests one blood point into it. The blood invested into the weirding stone allows its crafter to always keep track of it. Although he has little discrete knowledge as to the stone's whereabouts, he has a constant sense of how far away it is and in what general direction. Additionally, those in possession of the stone can draw upon the Koldun's Willpower to give him a short telepathic message or learn something about their environment.
- Concentrated Vitae: The Koldun consecrates a pool of water. Mixing normal blood with this hallowed water increases its potency, doubling the blood points poured into it.
- Eyes of the Dead: This power works in much the same way as the Level 1 ritual "Servitor's Perception", except now the Koldun may transfer their Genius Loci into a spirit rather than a simple animal.
- Invoke the Lesser Sign of Power: The Koldun exhibits a supernatural resonance in his eyes that correspondences to his highest Way. Mortals are cowed into submission.
- Service for Souls: The Koldun summons the spirits of nature and mystically "ghouls" them by offering them his blood. The bound spirits remain with him until their task is fulfilled.
- Withering Agony: The Koldun draws the spirit from a sick tree out and puts it into another body. The now infected creature suffers from physical debilitations.
- [3]
- Animate Curios: This ritual is a refinement of the Level 1 ritual "Treasured Ornaments". The animated objects may now move, levitate and even fight for their master.
- Conjure Spirit: The Koldun summons a greater nature spirit to negotiate the task the spirit shall do for him. Most Spirits take offerings and oblations in blood, but others are more picky.
- Cowing the Servant: The koldun mixes a sheep's brain with soil from his domain together with his own blood while chanting a slavic incantation and then forces one of his servants to eat it. The loyalty of a ghoul or revenant servant is raised.
- Invoke the Greater Sign of Power: The Koldun assumes a visage befitting his most favored way. This greater attunement to the land aids him in all attempts to practice Koldunic Sorcery.
- One With the Forest: The Koldun melds with a tree and may immediatly emerge from a different tree within the same forest in which this ritual was cast.
- Raze the Lélek: The Koldun destroy a physical object by rending away its inhabiting spirit.
- Sentinels of the Haven: The Koldun animates the mobiliar to move according to his desires.
- The Floating Dead: As long as the ritual remains active, the Koldun may walk on water.
- [4]
- Beyond the Wall of Death: The Koldun takes the remains of a recently slain Koldunic Sorcerer, and summons a reflection of it. As long as the Koldun knows what ways the reflection practiced in life, he can ask for tutorship in them.
- Earth's Embrace: The Koldun circumvents the Tzimisce Clan Curse by calling upon the local spirits, transubstantiating the earth upon which he stands as "native soil" for a few nights.
- Evoke the Storm: The Koldun stands atop a mountain or other elevated terrain and calls forth a storm similar to those created through the Thaumaturgy path of "Weather Control".
- Incubus Visage: The Koldun drinks from a boar and consumes a piece of skin from the intended victim. He then summons a nature spirit on the night of the half-moon and coercing it to take physical form, the Koldun can then warp the physical features of the victim from afar for a month.
- Merging of the Souls: The Koldun sends a nature spirit to inhabit the body of one of his Ghouls by feeding him extra blood intended to attract the spirits. A ghouls body can take at least three spirits before it warps into something inhumane.
- Pool of Secrets: The koldun skims his hands over a pool of brackish water without touching the surface. If the ritual succeeds, the water ripples and the Koldun can see a targeted person or place he had contact with.
- Refuge of the Thirsty Grave: This ritual allows the Koldun to mimic the Protean power Earth Meld, sinking into the ground to avoid the sun.
- Scrying Pool: The Koldun utters the name of anyone they know in front of a body of water and the pool shows them what the named person is currently doing.
- Ties that Bind: The Koldun spills blood on the earth before him. Then, he ritually eats the blood-soaked earth to reconnect with the land, gaining a greater connection to its spirits and more power for his sorceries.
- [5]
- Conjure Demon: The Koldun summons one of the spawns of Kupala. The Koldun may barter with the demon for favours.
- Elemental Servitor: The Koldun summons a spirit to assume corporeal form to fight for his summoner.
- Gorgon's Gaze: The Koldun binds a victim for an hour-long ceremony, which ends when the Koldun feeds the victim his vitae. The target is then transformed into unliving stone.
- Nemesis of the Living Earth: Beginning a long malediction lasting from midnight to sunrise, a koldun may name a target as an enemy of nature. If successful, the victim finds that the elements turn against it to harm it.
- Mirror of Blood: In combination with Vicissitude and the Blood Bond, this ritual is used to create Blood Brothers.
- The Inmost Tug: The Koldun transforms the emotions of anyone under a full Blood Bond to his liking.
- [6]
- Embracing the Demon: The Koldun may summon a demon into the corpse of a childe-vessel previously put under the blood bond. A demon bound in such a way will serve the Koldun faithfully.
- Create Vozhd: The Koldun may combine several ghouls battered with his vitae and forced to drink a special concoction, in tandem with Vicissitude, into a gargantuan war-ghoul called Vozhd.
- Drowning in Earth: The Koldun curses a target so that earth and stone are no longer solid for it, trapping it in solid ground after the curse wears off.
- Storm Hound: The Koldun builds a fire out of dried herbs and wood from lightning struck trees. Sacrificing a puppy and vitae to the Slavic storm god Perun in the flames, the Koldun creates a storm that can be pointed to any person in the world, as long as the Koldun is in possession of a piece of their body (like hair). The storm will find the target even if it is at the other end of the world.
- [7]
- Dracul: The Koldun uses his supreme command of the land to transform into a dragon.
References[]
^ Level 1
Reawakening the Dead Water | Blood Magic: Secrets of Thaumaturgy | pg. 133 |
Mephistophelean Minx | Sins of the Blood | pg. 98 |
Enlightenment | Sins of the Blood | pg. 98 |
Reflections | Blood Sacrifice: The Thaumaturgy Companion | pg. 85 |
Unnatural Decay | Tome of Secrets | pg. 48 |
Drinking Death | Tome of Secrets | pg. 49-50 |
Treasured Ornaments | Tome of Secrets | pg. 50 |
Master of the Domain | Tome of Secrets | pg. 50-51 |
Truth in Water | Tome of Secrets | pg. 51 |
Servitor's Perception | Tome of Secrets | pg. 51 |
Hospitality | Players Guide to High Clans | pg. 190 |
Ritual of Death's Embrace | Transylvania By Night | pg. 142 |
Players Guide to High Clans | pg. 190 |
^ Level 2
Service for Souls | Sins of the Blood | pg. 98 |
Withering Agony | Sins of the Blood | pg. 98-99 |
Blood of Flame | Players Guide to High Clans | pg. 190 |
Invoke the Lesser Sign of Power | Players Guide to High Clans | pg. 190 |
Craft Weirding Stone | Caine's Chosen: The Black Hand | pg. 78-79 |
^ Level 3
Raze the Lélek | Sins of the Blood | pg. 99 |
Conjure Spirit | Players Guide to High Clans | pg. 191 |
Invoke the Greater Sign of Power | Players Guide to High Clans | pg. 191 |
Sentinels of the Haven | Players Guide to High Clans | pg. 192 |
Cowing the Servant | Rites of the Blood | pg. 157 |
^ Level 4
Ties that Bind | Blood Magic: Secrets of Thaumaturgy | pg. 133 |
Beyond the Wall of Death | Sins of the Blood | pg. 99 |
Incubus Visage | Sins of the Blood | pg. 99-100 |
Merging of the Souls | Sins of the Blood | pg. 100 |
Earth's Embrace | Blood Sacrifice: The Thaumaturgy Companion | pg. 86 |
Scrying Pool | Tome of Secrets | pg. 51-52 |
Evoke the Storm | Tome of Secrets | pg. 52 |
Pool of Secrets | Players Guide to High Clans | pg. 192 |
Refuge of the Thirsty Grave | Players Guide to High Clans | pg. 192 |
^ Level 5
Elemental Servitor | Sins of the Blood | pg. 100 |
Gorgon's Gaze | Blood Sacrifice: The Thaumaturgy Companion | pg. 86 |
Conjure Demon | Players Guide to High Clans | pg. 192 |
The Inmost Tug | Players Guide to High Clans | pg. 192 |
Nemesis of the Living Earth | Players Guide to High Clans | pg. 193 |
Mirror of Blood | Rites of the Blood | pg. 104 |
^ Level 6
Embracing the Demon | Sins of the Blood | pg. 100-102 |
Create Vozhd | Players Guide to High Clans | pg. 193 |
Drowning in Earth | Lair of the Hidden | pg. 142 |
Storm-Hound | Lair of the Hidden | pg. 143 |
^ Level 9
Dracul | Libellus Sanguinis I: Masters of the State | pg. 63 |