Difference between revisions of "Koldonics (Tzimisce)"
Line 1: | Line 1: | ||
− | Koldunic Casting: Koldunic sorcery is based on an intense relationship with the land. In any scene a player wishes to cast Koldonic sorcery they must spend willpower (free action) before they can do so. ( One Willpower lasts for the scene.) | + | Koldunic Casting: Koldunic sorcery is based on an intense relationship with the land. In any scene a player wishes to cast Koldonic sorcery they must spend willpower (free action) before they can do so. ( One Willpower lasts for the scene.) |
Koldonic magic is said to come from a deal between the Tzimisce and the Demon Kupala. Others say it is an intrinsic link between the caster and the very ground at their feet. An inversion of the Curse of Caine. While they gain no sustenance from the land, they gain power. Ways draw power from elemental forces while Kraina derive power from the geography. | Koldonic magic is said to come from a deal between the Tzimisce and the Demon Kupala. Others say it is an intrinsic link between the caster and the very ground at their feet. An inversion of the Curse of Caine. While they gain no sustenance from the land, they gain power. Ways draw power from elemental forces while Kraina derive power from the geography. |
Revision as of 07:11, 4 December 2021
Koldunic Casting: Koldunic sorcery is based on an intense relationship with the land. In any scene a player wishes to cast Koldonic sorcery they must spend willpower (free action) before they can do so. ( One Willpower lasts for the scene.)
Koldonic magic is said to come from a deal between the Tzimisce and the Demon Kupala. Others say it is an intrinsic link between the caster and the very ground at their feet. An inversion of the Curse of Caine. While they gain no sustenance from the land, they gain power. Ways draw power from elemental forces while Kraina derive power from the geography.
Koldonic Sorcery allows the following Ways. There are more, however, most Kraina are closely guarded and these are the ones the Obertus have access to.
Each Path has a secondary ability that must be leveled along with the Path
- Way of Earth - Athletics
- Way of Water - Subterfuge
- Way of Fire - Empathy
- Way of Air - Investigation
- Way of Spirit - See Spirit Manipulation - Lore Spirit
- Ogham - Spirit Lore
- Kraina of the Taiga - See Winter's Bite - Survival
- Kraina of Abnegation - See Path of Countermagic - Lore Kindred
- Way of Weather - See Weather Control - Awareness
- Białowieża Forest Kraina - Security