Way of Fire
Back to Koldunic Ways
Ancient koldun created the Way of Fire by first manipulating the molten magma that exploded from volcanoes found throughout Eastern Europe. Then they evolved their control over the fiery liquid earth to the point of invoking their own unique effects that would not necessarily occur during volcanic activity. Koldun who possess the powers of the Way of Fire in the modern nights are feared simply for their capacity to destroy so much in a short amount of time, just as a volcano can eliminate life on entire islands within a day. When invoking any of the powers of this way, a koldun’s eyes glow a feverish orange.
Note: At the Storyteller’s discretion, Kindred observing these powers in use may be overtaken by Rotschreck (with the exception of the koldun, of course).
1) Shatter
In a small demonstration of power that is inherent of the Way, a koldun invokes the air about an object to increase in temperature until the object combusts.
System: The player makes a Manipulation + Koldunism roll (difficulty 5 ) and spends a Willpower point. The koldun must have a target object in his line of sight before he can cause it to Shatter. Once this power is invoked, the heat around the target object intensifies until the object spontaneously combusts. The Storyteller may make a soak roll for the object to see if it does in fact Shatter (determined by the size or quality of an object: three dice for a small or shoddy object, five for an average-sized object and seven dice for a large or well-crafted object. Anything the size of a car cannot Shatter, as it is much too large). The object must accumulate five successes over three soak rolls (difficulty 5), or it will shatter. This power cannot be used on living beings or Kindred.
2) Rouse the Molten Rock
The koldun can now cause magma to bubble up from the earth's core and slowly ooze its way along the ground. Although there is not a substantial amount of lava present, the magma burns through nearly everything it comes in contact with. The molten fires slowly work their way along tree trunks, spread from bottom to top floor of a house and may even eat through a metal door.
System: Only enough magma to fill a bathtub boils up through the ground, though it causes a victim to suffer three health levels of aggravated damage. Each success the player scores on the Manipulation + Koldunism roll (difficulty 6) keeps the lava superheated for one turn. It oozes along the ground in any direction the koldun desires, but at a slow-as-molasses rate. When the duration of this power expires, the magma instantly
cools, creating a small slab of solid rock.
3) Gates of Magma
The koldun invokes molten rock to bubble up from the ground in a circular ring, 10 feet high. The flow of lava is constant, creating a makeshift wall of superheated rock around the koldun. So long as this power remains in effect, it is nearly impossible for individuals to traverse the Gates of Magma without causing themselves severe bodily harm. It takes mighty resolve for a person to even approach the wall, as it gives off heat that causes grievous burns.
System: For every success the player scores on the Manipulation + Koldunism roll (difficulty 7), the seething hot lava will continue to surround his person for two turns. Individuals who attempt to penetrate the Gates of Magma must first make a Courage roll (difficulty 8). If successful, they can continue to approach the heated barrier but suffer one health level of lethal damage - or aggravated damage if they are Kindred. Failure to succeed
on this Courage roll translates into the mind succumbing to its instinctual defense of self-preservation; a second attempt to penetrate through the barrier requires the additional expenditure of a Willpower point. Anyone physically touching the Gates of Magma suffers three health levels (not dice) of aggravated damage.
4) Heat Wave
The koldun acts as a conduit for steam geysers and evokes a blast of dehydrating air, withering and desiccating an opponent.
System: The player spends a Willpower point and rolls Manipulation + Koldunism (difficulty 8). The vampire calls up hydrogen sulfide from the Earth's mantle and blasts a target. Mortal victims suffer five health levels of lethal damage as their bodies dehydrate. Vampires react similarly and also suffer five health levels of lethal damage, which they may soak. Kindred also lose five blood points that evaporate from the body (regardless of their soak roll), resulting from the extreme heat of this gas. Note that this may send some Kindred into frenzy or torpor.
5) Volcanic Blast
At this mastery level of the Way of Fire, a koldun commands lava to explode from the ground in a huge stream. The molten rock sprays in a large arc, then moves in small rivers in every direction, burning, melting and destroying most everything in its path. Cars melt in these rivers, trees catch fire and burn to the ground, and houses erupt into flaming infernos in the wake of devastation.
System: This power is not subtle. Lava erupts 20 feet into the air from underground with the expenditure of a Willpower point and a successful Manipulation + Koldunism roll (difficulty 9). For every success the player scores, the lava continues to explode from underground and move in rivers in all directions for one turn. Anything coming in contact with this molten rock suffers three levels of aggravated damage per turn (soakable only with Fortitude). Storytellers must decide how long objects remain intact after coming in contact with the lava before they ignite or dissolve. Once this power expires, the lava will cease its eruption and all of the magma will quickly cool, trapping objects remaining within the river stream in a thin sheet of rock.