The element of Spirit binds and transcends the four elements of the material world. Spirit is life in all its purest and most debased forms. It flows sluggishly in the blood of vampires and dances in the currents of wind and water. It burns in every flame and shakes the foundations of the earth. Ancient koldun learned to extend the spirit of their blood into the world around them, joining and dominating the ambient living essence for a brief time. Unto itself, the Way of Spirit grants preternatural awareness over a wide area. The true power of the art, however, lies in channeling other manifestations of Koldunic Sorcery. A master koldun may whisper his thoughts to the edge of his domain and strike down intruders with tempest, fire and devouring earth. His mystical will is law unto the very edge of his bloated spirit.

Attribute: Charisma

System: 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 adds one to the difficulty of all Empathy rolls for every two levels above four, to a maximum of difficulty 9. 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 rolls Charisma + Occult (difficulty 4 + 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. Success 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 + Alertness roll (difficulty 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.

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.


BASIC

I FEEL YOU (I)

"Voir" tout dans un radius de 15m

I SEE YOU (2)

"Voir" tout dans un rayon de 100m

INTERMEDIAIRE

I KNOW WHERE YOU LIVE (3)

"Voir" dans un rayon de 250m

THERE YOU ARE (4)

"Voir" dans un rayon d'un kilomètre

ADVANCE

NO NEED TO HIDE (5)

"Voir" dans un rayon de cinq kilomètre

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