assamite sorcery packet 2009-final edit[1]

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Assamite Sorcery Packet A Genre Resource Written for One World by Night By the Assamite Coordinator Team [Revised: Summer 2009] Objectives: This packet is a genre resource for Assamite Sorcery either printed by White Wolf, or recognized with in OWbN. This document is a representation of the collective support of OWbN’s council members, and thus enforceable as official OWbN genre. This specifically includes, but is not exclusive to, the ranking and rarity system here in listed. This packet supersedes and replaces all materials presented in previous Assamite Sorcery packets. The newest revision is not intended to 'reinvent the wheel', but to update things either not working as intended, not clear and to add bits left out accidentally from the last edition. Introduction: The words Sorcerer, Magi and Magus, may be used interchangeably throughout this packet to reference Assamite Sorcerers. Origins of Sorcery Assamite Sorcery began in the time of the Second City. The first Assamite- affiliated sorcerers were mortal shamans and magicians from the birth land of Haqim (Mesopotamia; Persian, Assyrian; Sumerian, Akkadian, and Babylonian cultures) who were later embraced to serve as demon hunters in the wars against Baali incursion. Their earliest work was spent, adapting their various arts and traditions to call upon power of vampiric vitae, which established the “ground rules” of modern practices of blood magic, though many later efforts duplicated this work in different ways. Per the OWbN character by-laws, for purposes of ease of bookkeeping, Assamite Sorcery and Dur-An-Ki are one in the same (Character By-law 8. A. i. 2). The

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Assamite Sorcery Packet

A Genre Resource Written for One World by Night

 

By the Assamite Coordinator Team

[Revised: Summer 2009]

 

Objectives:

This packet is a genre resource for Assamite Sorcery either printed by White Wolf, or recognized with in OWbN.

This document is a representation of the collective support of OWbN’s council members, and thus enforceable as official OWbN genre. This specifically includes, but is not exclusive to, the ranking and rarity system here in listed.

This packet supersedes and replaces all materials presented in previous Assamite Sorcery packets. The newest revision is not intended to 'reinvent the wheel', but to update things either not working

as intended, not clear and to add bits left out accidentally from the last edition.

Introduction:

The words Sorcerer, Magi and Magus, may be used interchangeably throughout this packet to reference Assamite Sorcerers.

Origins of Sorcery

Assamite Sorcery began in the time of the Second City. The first Assamite-affiliated sorcerers were mortal shamans and magicians from the birth land of Haqim (Mesopotamia; Persian, Assyrian; Sumerian, Akkadian, and Babylonian cultures) who were later embraced to serve as demon hunters in the wars against Baali incursion. Their earliest work was spent, adapting their various arts and traditions to call upon power of vampiric vitae, which established the “ground rules” of modern practices of blood magic, though many later efforts duplicated this work in different ways.

Per the OWbN character by-laws, for purposes of ease of bookkeeping, Assamite Sorcery and Dur-An-Ki are one in the same (Character By-law 8. A. i. 2).  The reference for this comes from the sourcebook:  Blood Sacrifice: the Thaumaturgy Companion (herein referred to with the acronym, BS: tTC).  These magic’s come from the same background, with little difference in implementation.  This updated packet includes the rest of the Dur-An-Ki paths and rituals not included in the previous packet.  There is no grandfathering to any character, PC or NPC, with these rituals or paths. They can and should submit their requests for approval to the Assamite Coordinator.

Mechanics of Sorcery

From a purely mechanical standpoint, the blood magic the Assamite sorcerer caste practices differs little from that wielded by the Tremere. From a philosophical perspective, however, worlds of difference separate the

two. They are not cross-compatible. The sorcerer caste’s practices are the result of several millennia adapting and melding. The magic is far too disparate to be considered “structured” in any real sense. Unlike Tremere Thaumaturgy, the blood magic of the Assamites is highly spiritual and individual. One hundred Sorcerers standing in a row casting the same spell one hundred times would never repeat themselves or each other. Note: Assamite Sorcery rituals no longer require equivalent levels of Quietus as indicated by earlier editions of WW materials.

Note: The applicable re-bid for almost all Assamite Sorcery is the Occult Ability. Although the sorcerer is not required to have an equal level of the Occult ability as they have in their highest sorcery a path, it behooves them to focus their studies in this ability as well if they intend to actively use their magic.  Any magic that does not use occult as a retest will be noted in its descriptor.

The Fundamentals of Sorcery:

Assamite Sorcery draws in content from a wide array of ancient and modern magical tradition. Assamite sorcerers need not hold to a specific set of religious beliefs (although they certainly may, if they so chose). Sorcery is as individual, as the sorcerers who practice it, and as such it is likely that a sorcerer will call upon several different religious, spiritual, cultural beliefs and practices to empower their magic. However individual their methods of approach are though, there are still several prominent traditions that are practiced by all sorcerers such as; use of astrology to track auspicious events, use of theological research into various religions/cultures and their spiritual covenants/relationships in hopes to further draw power from these traditions as well, use of various methods of trance and meditation to fortify emotional barriers and familiarize their minds to the abstract concepts they will encounter in their pursuit to achieve greater power through understanding as they pierce the Veil of Truth. As with any clan that casts blood magic, Assamite sorcerers are required to cast their magic with one of the methods listed below. If you have any questions on what would be a good requirement for your character concept, please feel free to contact the Assamite Coordinator team and they will be more than happy to assist you in finding your character's niche. As a note, please be sure to perform the required Role play Methods before making the ritual/sorcery test.  

Methods of Trance:

Not all sorcerers fuel their visionary journey, or quest for godhead with kalif. Indeed, most sorcerers practice several trance techniques, so as to understand trance and the spirit world more completely. As mentioned previously, Assamite sorcery is a highly individualized form of magic. This remains true when we examine the methods used by which a sorcerer enters a hallucinogenic trance. In order to further emphasize just how individual sorcery is we have implemented several other methods or trance, along with the trance techniques listed in Dur-An-Ki section of the BS: Thaumaturgy Companion (pg. 38-39), as Dur-an-Ki and Assamite sorcery are nearly indistinguishable in practice and origin.

Kalif

Most of the sorcerers climb the Ladder of Heaven through a drug called kalif, hashish from marijuana plants mystically fed on vampiric vitae (see OWbN Assamite Sorcery – Genre Rituals: Awaken Kalif). Some sorcerers smoke the mystic resin themselves and force their blood to draw the drug from their lungs. Others have mortal servants smoke the kalif, then drink the servant’s drug-saturated blood. A few simply powder the resin and mix it with a shot of blood. Kalif induces blissful hallucination in the untrained user.

System: The results and effects of kalif upon the trained practitioner of Assamite sorcery versus those of the untrained user are quite different. In most cases Assamite sorcerers are given instruction and eventually learn to achieve some level of control over the mystical effects of this drug, thus bringing purpose beyond temporal pleasure. The untrained individual under the effects of this mystical drug will find themselves suddenly drifting along in a hallucinogenic state of bliss (for the effects; see the Hunter’s Winds: Whiff of Kalif.)

Dance

Mystics around the world have danced their way to ecstasy. In the Middle-East, the so-called “whirling dervish” seek communion with God in this manner. As the dervishes spin, they circle their teacher and master. At the climax of the dance, everyone leaps high into the air, seeming almost weightless in their flowing, skirted robes.

Pain

Overwhelming pain and shock can push a person beyond torment into a strange, floating ecstasy. The undead, however take a significant amount of pain before they enter a trance. A few needles stuck through the cheeks won’t do to accomplish this. Instead a sorcerer might flay themselves and roll in salt. Sorcerers who know Auspex may deliberately heighten their senses before a bout of self-torture, just so they can feel enough pain to push beyond it.

Sweat Lodge/ Ceremonial Sauna

There are several styles of sweat lodge/ceremonial sauna that vary from region to region, including; a domed or oblong hut similar to a wickiup, a teepee, or even a simple hole dug into the ground and covered with planks or tree trunks. Stones are heated in an exterior fire and then placed in a hole in the middle of the floor. Ceremonies and traditions vary from region to region as well. They often include prayers, drumming, and offerings to the spirit world. Some common practices and key elements associated with sweat lodges include offerings of tobacco, sweet grass, red cedar, and other plants are often used to make prayers, give thanks or make other offerings. They can be smoked, sprinkled on the hot stones or offered to the fire. Prayer ties are also made in many traditions to set the intention of the lodge, show gratitude, purify one's self before the lodge, summon support from the spirit world, and other such purposes.

Meditation

Some sorcerers prefer to alter their consciousness through pure intellect. Most sorcerers believe God dwells in a world of pure ideas. In ancient times sorcerers thought the realm of archetypes lay outside the shell of the stars. Modern sorcerers know this relationship is not spatial, in the conventional sense, but still believe in an intellectual realm beyond the material world and various spirit realms.

Music/Drumming, Poetry, & Art

Various forms of art can affect the emotions so profoundly they induce altered states of consciousness. Many sorcerers employ poetry, music, song, painting or sculpture in their magic. They pour the power of the Blood into their art, increasing the power intrinsic to a skillful performance. For mortal artists, “making the invisible, visible” remains a metaphor –a sorcerer artisan and performer does this for real.

Prayer

Prayer has many different forms. Prayer may be done privately and individually, or it may be done corporately in the presence of fellow believers. Prayer can be incorporated into a "thought life", in which one is in constant communication with God. Praying throughout the night and seeking guidance as the night progresses. Ultimately prayer is a relationship between the created and the creator. There can be many different answers to prayer, just as there are many ways to "hear" the answers. Some may be audible, others may interpret healing, or specific physicals signs as answers to their prayer. How the answer is given and in what time frame it is given can be as varied as the requests themselves. Some outward acts accompanying prayer are: anointment with oil; ringing a bell; burning incense or paper; lighting a candle or candles; facing a

specific direction (i.e. towards Mecca or the East); making the sign of the cross. One less noticeable act related to prayer is fasting.

Approaching the Veil of Truth

After a state of trance is achieved the sorcerer notices details of the physical world (or “false world”) begin to dissolve into tiny pins of light and eventually nothing remains, they see nothing for awhile, then everything goes red, followed by a series of geometric forms, whirling spirals, bottomless cones that seem ready to consume them appear. Then they find themselves at the bottom of a staircase leading upwards toward an archway. As they ascend the stairway they are assaulted by negative visions, memories of shame, past wrong doings and failures. First they must dismiss these visions and focus only on the stairway. This task requires fierce concentration. Eventually positive visions: sensual experiences, recollections of love and comfort, feelings of power and mastery. In this state of bliss in lays a spiritual trap, as constant pleasure only serves as a distraction from true understanding –it drains the soul of energy, stealing one’s sense of purpose and dulled the sharpness of their mind, the sorcerers have dubbed this the “Station of Ultimate Rapture”. Sorcerers eventually suspected there was more to their magic than the Station of Ultimate Rapture – they believed this state hid from them the way to become blood-gods.

Learning Assamite Sorcery:

In OWbN Assamite genre, the Council of Scrolls for the Schismatic Assamites assembled in the year of 2004. The following rules however, apply to sorcerers of all sects. All Sorcerers begin as a Student/Talib, unless they meet all the requirements for the next rank.  The highest rank any PC may begin with is Aspirant/Tamih.  To attain any rank higher than Aspirant/Tamih requires contact with the Assamite Coordinator's office (please review the Genre Packet for further details on rank).

Before a sorcerer is able to attain their next rank, or learn a path/ritual at a higher rank, they must first have an equal level of knowledge in the following abilities, as the rank they seek; Theology, Meditation, and Astrology. (Example: To attain Rank 2: Associate or learn Rarity 2 sorcery paths and rituals, the sorcerer would require x2 in all of the abilities listed). This represents the degree of discipline and understanding of the universe anyone wishing to learn Assamite Sorcery must achieve. Without such training an ill-prepared sorcerer is likely to be lost indefinitely to the Station of Ultimate Rapture or even worse. This assumes they are able to pierce the Veil of Truth and acquire new knowledge to begin with.

All sorcerers must select a primary path at creation. Suitable primary paths are denoted in this packet’s Assamite Sorcery Paths section of this packet with an asterisk “*”. For every level gained in a sorcerer’s primary path, a ritual of an equivalent level is gained for free. Additional rituals may be purchased at a cost of two experience points per level of the ritual (ex. 2xp for a Basic ritual, 4xp for an Intermediate ritual and 6xp for an Advanced ritual).

Additional paths may be learned with the following requirements and restrictions:

A suitable instructor as deemed by this packet is required. Both student and instructor must be of appropriate rank and ability. The sorcerer cannot learn any other path beyond the 2nd Basic level until their primary path has

reached Advanced, after which point other paths may then be learned to Advanced. In instances where Assamite Coordinator permission/notification is required, the Storyteller(s) from

the PC’s home chronicle must be involved in this process as well for record purposes.

Learning Sorcery out of Clan:

Like Tremere thaumaturgy, Sorcery takes a monumental amount of time and effort to learn. Without an Assamite instructor there is no basis for the needed concepts within such a diverse form of magic. The ritual and somatic gestures of the paths are not from where the magic flows.

If the individual finds an Assamite Sorcery instructor then, a minimum of a year of study is required to retrain the individuals understanding of the universe. Both the instructor and student must first meet all of the ability requirements relative to rank and rarity rating for paths and rituals. Once this study has begun it interferes in the learning of other things (disciplines, abilities, gaining influence, etc.) for both the student and the teacher. The amount of time and effort they must put towards breaking the student’s paradigm is too great for either to concentrate on anything else. The Vizier Caste, being the closest to Sorcerers in mindset, has a slightly easier time learning Sorcery then Warriors and the members of other Clans. For them the time of study required is only six months. It is still rare for even a Vizier to learn anything but the basics of Sorcery and even then only when it is in line with their area of Obsession. Note: Unlike the Tremere the Assamites do not have the ritual “Inherited Affinity” so it is not possible for this time to be reduced significantly.

Although the Assamites have joined the Camarilla it does not mean they are willing to teach their magic. Like the Tremere they prefer to sell their services rather than teach them. “Give a man a fish he eats for a day. Teach a man how to fish, he doesn’t need you anymore.” 

If an individual is chosen he/she should have gone to considerable lengths for clan Assamite. The applicant should be worth of Clan Friendship (Assamite Coordinator Approval required), and is only allowed to learn Rarity 1 paths of Sorcery and Rarity 1 rituals. The applicant may not learn anything not approved by the Assamite Coordinator. They may not learn Assamite only paths of Sorcery or Rituals.  As a note: The applicant, who is learning Assamite Sorcery out of clan, must meet all requirements for R1 Assamite Sorcery in order to cast the magic with the exception of Quietus. You cannot learn Assamite Sorcery out of clan from an NPC without Subcoord/Coordinator approval.

Teaching Assamite Sorcery:

A sorcerer can only teach paths or rituals equal or lower in rarity to their rank; provided the student meets all the requirements necessary to successfully achieve and retain the knowledge. (Example: A rank 2, Associate sorcerer is capable of teaching rarity 1 and 2 paths and rituals). Note: Before allowing the teaching or learning of Assamite Sorcery in their game, it is very important for storytellers to read the Assamite Genre Packet for further details on the social/political rewards and repercussions for any Assamite Sorcerer (PC or NPC) teaching or learning Assamite sorcery. 

Path and Ritual Creation:

A sorcerer must first attain the rank of ‘Master’ for Basic Rituals, and the rank of ‘Distinguished Master’ for Paths, or have achieved an equivalent level of understanding required to be of said rank (see Assamite Genre Packet) in order to even consider embarking on the rigorous task of creating a new path or ritual. Any sorcerer intending to do such is advised to do so with the aid of another accomplished sorcerer of equal or greater rank, one with a broad and detailed understanding of the finer workings of sorcery. The player and storyteller(s) are encouraged to work with the Assamite Coordinator to ensure all parties involved may discuss the potential implementation of proposed paths and ritual prior to it coming into play.

Creating a completely new path or ritual can create serious problems if storytellers are not careful. It is recommended that a new power rarely have combat applications. Consider carefully anything that applies to challenges with others (PC or NPC) or duplicates another discipline. Effects on mortals and inanimate objects

are good ideas. Examples: If you open this book everything written will disappear – you can’t read what I’ve written in this book it’s just gibberish to you. The practitioner can perform and enjoy sex as if they were mortal. Kindred would pay heavily for the luxuries most power gamers consider “useless”.

It is further suggested for storytellers with characters creating a path or ritual to reduce their blood pool by several traits each game session. This is to nominally represent the significant demands upon a sorcerer, be it from experimentation, or from prolonged periods of time devoted strictly to study. Doing such will also fortify the need for Backgrounds such as Herd, Influences, etc. as described by White Wolf during such times of mystical exploration. Listed below are the qualifications and requirements for a sorcerer prior to the creation of any path or ritual.

Rank 3: Master - Can create: Basic Rituals - Must have fully completed at least 3 sorcery paths. - Must have at least 15 rituals - Required ability: Occult x5 - All of the following abilities must be 3 or higher; Theology, Meditation, and Astrology - Ritual creation time: 6 months

Rank 4: Distinguished Master: - Can create: Intermediate Rituals - Can create: Paths - Must have fully completed at least 4 sorcery paths. - Must have at least 20 rituals - Required ability: Occult x5 - All of the following abilities must be 4 or higher; Theology, Meditation, and Astrology - Ritual creation time: 9 months - Path creation time: 2 years

Rank 5: Full Master: - Can create: Advanced Rituals - Can create: Paths - Must have fully completed at least 5 sorcery paths. - Must have at least 30 rituals - Required ability: Occult x5 - All of the following abilities must be 5 or higher; Theology, Meditation, and Astrology - Ritual creation time: 1 year - Path creation time: 1 ½ years  

Path and Ritual Conversion:

Individual Sorcerers, especially elders, may have “researched” paths and rituals from other clans not included in this packet. All of the rules for creating new paths or rituals apply in converting non-Assamite Sorcery into a compatible format, with the exception of time requirements. Converting paths or rituals from other blood magic variants double all time requirements. This is representative of the immense amount of research, understanding and time required to break down and essentially ‘reverse engineer’ a paradigm of magic foreign to the sorcerer’s teachings. These rare instances require Assamite Coordinator approval, as they will also need to communicate with the genre coordinator of the blood magic being converted before these paths or rituals enter play.

Assamite Sorcery - Paths & Rituals

Rarity Rating/Required Rank:

Not all of the paths and rituals are readily accessible to every sorcerer. The following system of rarity was established to ease the understanding of which paths and rituals should be accessible to a given PC. As the path and ritual rarities increase so too does the level of understanding necessary to master them. Because of this fact, simply having an instructor (while still necessary) is not enough to learn a given path or ritual; instead the sorcerer must also spend a significant amount of time researching and expanding their understanding of themselves and the universe. It falls to the storyteller(s) to determine whether a character has indeed received the proper instruction required to guide the PC’s steps, and if they have made a genuine effort (be it IC, in downtime, etc.) to develop a firmer grasp upon their chosen pursuits. Storytellers should feel free to deny any character(s) from attempting to circumvent this system with PC instructor(s), especially in instances when note cards with paths and rituals described as having been ‘scribed to scroll’ (or similar forms of mass production) and presented to them as a means to learn Assamite sorcery.

The paths and rituals rarity scale is in line with the needs of OWbN and other rarity rating systems throughout OWbN's blood magic packets. It provides a scale that commensurate with the Assamite Ranking system that has been in play for several years now. 

Rarity Ratings:

Common (rarity 1): Instruction for magic of this level is relatively easy to come by for a sorcerer as the Veil of Truth has long since been pulled aside revealing the knowledge of these fundamental paths and rituals. [ST approval is required]

Uncommon (rarity 2): Although instruction from an Associate sorcerer for magic of this level is still relatively easy for a sorcerer to come by, the student will begin to notice the effort and understanding required on their part increases. [ST approval is required]

Rare (rarity 3): The sorcerer must seek out a Master of sorcery to help guide them on their journey for knowledge of new magic. The sorcerer also has the option to petition full ranking elders of the sorcerer caste for access to their sects respective archive center(s). If access is granted a Full Master of Sorcery will be assigned to oversee and guide the student on their journey.  [ST approval and Assamite Subcoord Approval is required for PC's. Notified for NPCs]

Very Rare (rarity 4): The sorcerer must seek out a Distinguished Master of sorcery to help guide them on their journey for knowledge of new magic. The sorcerer also has the option to petition full ranking elders of the sorcerer caste for access to their sects respective archive center(s). If access is granted a Full Master of Sorcery will be assigned to oversee and guide the student on their journey. [ST and Assamite Coordinator approval is required for PCs. Assamite Coordinator notification is required for NPCs]

Exceptionally Rare (rarity 5): The paths and rituals at this level have either been created by a PC or are taught only to those who a have fully mastered the ways of sorcery and proven themselves trustworthy. In the case of PC created paths and rituals they can only be acquired from the PC who created the magic or through someone who acquired the path or ritual through legitimate means from the sorcerer who first created it. Approval from the full ranking elders of the sorcerer caste is always required. If the path or ritual has not been created by another PC, the sorcerer has the option to petition full ranking elders of the sorcerer caste for access to their sects respective archive center(s). If access is granted a Full Master of Sorcery will be assigned to oversee and guide the student on their journey. [ST and Assamite Coordinator approval is required for either PCs or NPCs]

Rarity In-Clan Based Upon Sect, Caste and Rank: 

The Assamites are a caste based clan.  If you've gotten this far, you should already know this, but do you know what that means?  Most Westerners simply don't.  In the case of the Assamites, it is a rigid structure that supports the clan like the legs of a tripod.  The way it 'is' has not changed in millennia.  It may or may not be inherently 'right' or 'wrong'. It is the way it has always been and will not change.

When a warrior needs magic, he does not request to learn sorcery, he asks for a sorcerer.  The concept of asking to learn it himself is not just alien but a terrible admission of weakness on the part of the entire Warrior caste, an admission many old and respected Warriors will not accept.  The individual requesting it is essentially saying that the entirety of the Warrior line is incapable of dealing with a problem without the aid of the most basic learning’s of the Sorcerers. In modern times, with more Westerners being added to the ranks there is less ‘understanding' and appreciation of the caste system.  Generally, newcomers to the ranks see it as a 'short cut' to getting things done efficiently.  The elders see such requests as hubris at best, gross ignorance and a slight to them at worst.

In the history of the clan, there have been times when the castes disagreed.  At their best there was and always will be friendly rivalry with one another At their worst, said rivalries have devastated the clan, ultimately leading to Haqim's departure from The Mountain, apparently forever.  More so, most conflicts have been between the Viziers and the Warriors, with the Sorcerers caught in the middle.  Even the Schism is largely a conflict between the Vizier and Warrior castes.

Understanding that, there are times when a warrior or vizier would learn magic.  It generally comes when an individual performs some extraordinary service or act for the sorcerer caste.  However, other issues still arise.  First and foremost is the 'how' of casting.  Each sorcerer casts spells in their own special way.  The warrior or vizier would also have to find their own 'way' to cast, as specified above, regarding things such as song, trance, etc.  Second, what will be taught would not be the choice out-of-caste student.  Viziers are likely to learn rituals or paths that augment and support their obsessive ability.  Warriors may learn a few bits that augment a combat specialty.  Beyond this, the Schismatics are as mentioned, a Vizier based movement.  While the Warriors are their brothers and sisters, there is an extremely cautious attitude amongst the sorcerers about the Schismatic warriors that will always hinder the likelihood of their receiving training in sorcery.

For the loyalist caste it is nonnegotiable for members of the clan. You are what you embraced into and the Usurper does not make exceptions. To go before him is likely to cause you more harm than good.  Loyalist Assamites do NOT ask to learn out-of-caste sorcery.

The sorcerers of the Unconquered do not enjoy the position of relative respect afforded to their Camarilla brethren.  The Sabbat was always a sect focused on waging war, not patient magical study.  A Sorcerer can usually find a welcome niche in the magically-starved Sword of Caine as advisers on occult matters and, when necessary, arcane reinforcement is required, however, the Unconquered do not enjoy their Schismatic brethrens' libraries and resources limiting their ability to garner new knowledge.  Each individual Sorcerer is a unique and cherished link to the history and tradition of their blood that cannot be wasted or diluted. Part of that history is a clear delineation between the lines of Haqim.  The Hulul and his Shakari frown upon, although not expressly forbidding, any Sorcerer who parts with his knowledge, even to another Unconquered.  To do so is to blur the lines of what little heritage remains to them.  Memories of their home and way of unlife are all that holds them back from becoming the monsters of the Sabbat. The loss, any loss of unique heritage is a risk best not made.

In nights of old, the caste system was something that was known and accepted by all who were brought into the clan.  As recently as the pre-WWII era and even now in the old world, it was accepted that your role was what your elders said it was, even amongst mortals.

Recently more westerners have been brought into the clan, many from places where democracy is prevalent with a mentality that you could 'grow up to be anything you wanted'.  This sense of entitlement followed the

newly embraced into the clan, and is a hard habit to break.  Many young warriors and viziers, brought into the clan see the minor miracles that sorcerers are able to bring forth and wonder 'why not me?'

More and more “new world” Children of Haqim requested instruction in sorcery with the belief 'they earned it'.  Simply put, from the elder’s perspective, they have not ‘earned it’ nor shall they ever, and what have they the temerity to ask.  Such requests were thought to be an oddity at first.  Perhaps there was something missing in their Sire’s training or something in the teaching of the neonates.  Over the past few years, the requests increased in number, even from the rigorously trained young members of the clan.

The elders have had enough.

Those who now ask might get a single warning to stay to their tasks.  They were brought into the family for a purpose with which they will fulfill.  A second time might see their privileges within their caste stripped.  Beyond this they will find themselves at the mercy of their elders in both rank and power.  This could take the form of rituals like 'Rite of Marduk Triumphant', assignment to mundane tasks or sequestered to ponder and contemplate their role within the clan.

If part of the reason for learning out-of-caste sorcery is 'nothing left to learn' or some feeling of feeling its 'deserved', the likelihood of approval drops considerably.  Local Elders [ST’s] should contact their Regional Elders [SubCoords] in any case of interest in learning sorcery out of caste.

There are costs. The Elders judgment is the instruction of any out of caste sorcery means the vizier or warrior will no longer be recognized by those of the caste they depart. Any Warrior or Vizier, regardless of rank, will be considered an Aspirant Sorcerer for the purposes of Rank, and is limited to learning paths and rituals available to a rank 1 and rank 2 sorcerer and starting paths [denoted by an asterisk below].

Caste & Sect Schismatic/Loyalist Dispossessed/Anarch Antitribu (S) Sorcerer As per normal As if they were 3 ranks lower As if they were 2 ranks lower

Those seeking sorcery out of caste must receive Coordinator approval to begin the process of learning sorcery.  Furthermore all rituals and paths REQUIRE coordinator approval to learn as well.  Those wishing to learn it must acquire sufficient rank with proper justifications to even approach the elders of their caste and the Amr with such a request.  Those who frivolously waste the time of the eldest should expect to meet a very unfriendly welcome.

(S) There are very few Assamite Antitribu Sorcerers or Viziers left in the Sabbat (and very few to begin with). The vast majority of Sabbat Assamites who knew sorcery were primarily Black Hand.  Most of those high profile members (WW NPCs) have abandoned the Sabbat altogether, returning to Mt. Alamut or joining the ranks of the Dispossessed.  [See WW2428: Caine’s Chosen the Black Hand]

Keep in mind, the approval for any out of caste Sorcery Instruction came from the Council of Scrolls, the majority of which are now Schismatic Children of Haqim and Camarilla.  Garnering approval for sorcery as a Dispossessed/Anarch or Antitribu is even more difficult than the uphill climb Schismatic Assamites face.

Assamite Sorcery Paths – (Rarity/Required Rank):

All of the paths in this packet have their most recent text reference (which may differ from the actual genre text reference) listed in the chart below. Any paths not printed in a Revised MET book are listed in the section directly following the path chart. Note: Use of the Tremere: Clan Book (revised) as a MET rules references is merely for a lack of any other MET write up for paths listed as being in genre for Assamite Sorcerers.

Key for books listed under MET rules reference:BM: SoT -- Blood Magic: Secrets of Thaumaturgy

BS: tTC -- Blood Sacrifice: the Thaumaturgy CompanionDA: VoN -- Dark Ages: Veil of NightLotN (revised) -- Laws of the Night (revised)MET: LoE -- Mind's Eye Theater: Laws of ElysiumMET: SG -- Mind's Eye Theater: Sabbat GuideMET: StG -- Mind's Eye Theater: Storytellers GuidePGttLC -- Player's Guide to the Low ClansTT: CG -- Table-top Camarilla GuideTremere: CB (revised) -- Tremere Clanbook (revised)

All Paths listed as Dur An Ki or Assamite sorcery not presented here are to be considered R4, Coordinator approval only.  In OWbN, Dur An Ki is the same as Assamite Sorcery.  Anything marked with (A) is an Assamite Only Path.  This means the path may ONLY be bought by an Assamite PC's unless otherwise marked.

Common Paths: (Rarity: 1 / Rank: Aspirant) * =Primary path option, ** =Dur An Ki, (A) =Assamite Only

Path Name Preferred name for path MET rules reference Elemental Mastery* Elemental Mastery MET: CG, pg. 77 Lure of Flames* Hands of the Magi LotN (revised), pg. 178 Movement of the Mind* Movement of the Mind LotN (revised), pg. 180 Spirit Manipulation* Sulecman’s Laws MET: CG, pg. 89 Weather Control* Weather Control MET: CG, pg. 93

Uncommon Paths: (Rarity: 2 / Rank: Associate)

Path Name              Preferred name for path MET rules reference Alchemy Alchemy MET: StG, pg. 47 Green Path, the The Covenant of Ashnan MET: CG, pg. 78 Hands of Destruction Fists of the Djinn LotN (revised), pg. 183 Neptune’s Might* The Covenant of Enki MET: CG, pg. 81 Path of Blood Path of Life’s Water LotN (revised), pg. 177 Path of Conjuring Path of Conjuring LotN (revised), pg. 182

Rare Paths: (Rarity: 3 / Rank: Master)

Path Name Preferred name for path MET rules reference Focused Mind, the Echo of Nirvana MET: StG, pg. 50 Hearth Path, the Defending the Mountain MET: StG, pg. 51 Hunter’s Winds, the* (A) (special (b)) Hunter’s Winds, the BM: SoT, pg. 123 Music of the Spheres ** Music of the Spheres BS: tTC, pg. 46Oneiromancy The Way of the Dreamer MET: StG, pg. 54 Path of Father’s Vengeance Path of the Ailing Jackal MET: SG, pg. 127 Path of Mars The Way of Ashur MET: SG, pg. 125

Very Rare Paths: (Rarity: 4 / Rank: Distinguished Master)

Path Name Preferred name for path MET rules reference Awakening of the Steel (A) (special (a))

Awakening of the Steel Assamite: CB (revised), pg. 74

Evil Eye, the Evil Eye, the BS: tTC, pg. 44

Path of Blood’s Curse Fouling Life’s Water MET: StG, pg. 56 Path of Curses Path of Curses MET: StG, pg. 58 Path of Technomancy Reading the Sky’s Thoughts MET: CG, pg. 86 Way of Warding Way of Warding Dark Ages Companion Spirit Thaumaturgy Path of the Dead MET: LoE, pg. 74 Way of the Levinbolt Wielding Ishkur’s Spear Tremere: CB (revised), pg. 51

Exceptionally Rare Paths: (Rarity: 5 / Rank: Full Master)

Path Name Preferred name for path MET rules reference Covenant of Nergal ** Covenant of Nergal BS: tTC, pg. 43Path of Blood Nectar ** Path of Blood Nectar BS: tTC, pg. 62Path of Duat ** Differs depending upon worship BS: tTC, pg. 26Whispers of the Heavens ** Whispers of the Heavens Libellus Sanguinus, pg. 123

Dead Path's of Sorcery: (not usable by any PC or NPC)

Path Name Preferred name for path MET rules reference Hedayat Iman (Gifts of Faith) Hedayat Iman DA: VoN, pg. 161Hedayat El-Qalb (Gifts of the Heart) Hedayat El-Qalb DA: VoN, pg. 163

Key for other symbols & acronyms:* -- Primary Path option** -- Dur An Ki(A) -- Assamite only pathL -- Loyalist AT -- Antitribu / Unconquered

Special note (a): Awakening the Steel (level 5); Strike the True Flesh, can be unbalancing for some games. The following limitations of this discipline can be added to house rules for those games:

•    No more than 3 points of damage is unpreventable by this attack.•    Only allow this discipline’s use once per turn. •    Only allow this to be used in conjunction with non-wooden edged weapons.

Quietus 2 and 4 are supernatural enhancements for the purposes of this power’s limitations. Special note (b): Coord Approval is required for a character to begin on this path.

Table Top Converted Assamite Sorcery Paths:

The paths listed below have been converted from White Wolf table top sources, namely Blood Sacrifice: the Thaumaturgy Companion & Libellus Sanguinus Vol. 3, Wolves at the Door. The Assamite Coordinator has implemented these paths in order to more accurately represent Assamite genre in a MET setting. These paths may be included in your game only with Storyteller permission –and in some cases, with Assamite Coordinator permission as well.  As usual, if a storyteller staff wants to further restrict material in their game, it is their decision.  Permission from the coordinator team does not supersede the wishes of the Storyteller staff.

Covenant of Nergal [BS: tTC, pg. 43] ((DAK))

In Babylonian mythos, the war-god Nergal and his wife Ereshkigal, Queen of the dead, had special command over plague-demons.  Through this path, a sorcerer claims this baleful power over disease.  The path also grants limited powers to abate sickness.  All the powers of this path affect vampires as well as mortals, which gives the path an evil reputation among the undead.  Fortitude does not offer its normal defense against most Covenant of Nergal attacks.

Most of the powers in this path reduce a victim's Physical Attributes.  If the targets physical traits fall to 0, the character is immediately incapacitated, regardless of actual health levels.  An attack reducing physical traits to zero kills a mortal.

Most Covenant of Nergal attacks do not accumulate with each other, and higher-level powers supersede lower-level powers; Ill Wind is the exception.  For example, Maskim's Touch and Breath of Ereshkigal cannot affect a victim already suffering from Nergal's Wrath.  The last-named power would affect a person who already suffered from lower-level powers, but its effects would not become noticeable until they exceeded the lesser power's effects or the lesser power's duration ended.

Of all the powers, only the Breath of Ereshkigal can cause an increased effect from multiple uses.  Covenant of Nergal powers do accumulate their effect with other attacks that cause Attribute loss, such as the Quietus power of Scorpion's Touch.

Many uses of this power could cause Humanity checks for humane Assamites. Note: These levels unless otherwise noted do not stack with one another.

Basic Maskim's Touch

By touching a subject, the sorcerer causes an effect much like influenza: fever, nausea, sore joints and such.   This makes the target slower, weaker and frailer. System:  The caster spends a blood and tests against the victim's physical traits.  Upon success, the victim loses three physical traits, one each from Strength, Dexterity and Stamina for the scene.   Multiple uses of this power do not accumulate, either with each other or with higher-level Covenant of Nergal attacks.  Effects will accumulate with effects produced by other disciplines, such as Scorpion's Touch of Quietus. Note: This power may only be used once per scene and the victim may refresh as per normal.

Breath of Ereshkigal

Simply by drawing a breath and exhaling at a target, a vampire can inflict disease upon a target.  The sickness can affect victims some distance away.  Unlike Maskim's Touch, a vampire can use the Breath of Ereshkigal more than once upon a target. System:  The sorcerer may attack anyone within about 50 feet with a Mental challenge against the target’s Physical traits.  If the attack succeeds, the Breath of Ereshkigal reduces the victim's physical attributes by three (one each of Strength, Dexterity & Stamina; substitute a miscellaneous trait if any of the other three are expended).  These effects last for an hour.

Multiple attacks can accumulate, further reducing the victim's physical attributes.  A vampire or ghoul can raise Physical Attributes by expending vitae, and so counter Breath of Ereshkigal.  Raising all Attributes back to their starting value completely cures the magical illness.  Then however, the attacker can start the attacks again.  Mortals must simply wait for the curse to run its course.

IntermediateNergal's Blessing

This power cures mild diseases, and relieves effects of severe disease.  The user touches the target for about a minute.  Nergal's Blessing completely heals any health or Attribute loss from the Maskim's Hand or Breath of Ereshkigal.  It partly negates the effects of higher-level Covenant of Nergal powers.

It however, cannot cure non-pathogenic disease such as allergies, deficiency diseases, cancer or genetic disorders, although it alleviates their effects for a day.  It also does nothing for purely mental illness (though it may help in cases of mental illness with organic causes).

Countries lacking modern hospitals (more prevalent than what most Westerners believe), sorcerers still use Nergal's Blessing to buy favors and goodwill from mortals.  In 'developed' countries, sorcerers find fewer truly desperate clients, but they do find them.  AIDS is not the only disease modern medicine cannot yet cure.

System:  Nergal's Blessing can cure ordinary infections, from acne to pneumonia, with a single use.  The sorcerer makes a static Mental challenge against a difficulty established by the ST.  If Nergal’s Blessing is used to cure an affliction cause by Covenant of Nergal, the challenge is against the original caster’s Mental traits EVEN IF the sorcerer using Nergal’s blessing is responsible for the illness (see Nergal’s Wrath).   Notably severe or chronic disease like hepatitis or malaria might require two uses of this power, at the STs discretion.  Really nasty or intractable diseases like Ebola or AIDS require three uses to cure.  A single use of Nergal's Blessing always suffices for illness caused by other powers in this path.

Successful use of Nergal's Blessing keeps the subject alive (or undead) for another night, no matter how severe the disease, and relieves symptoms.  This applies to non-pathogenic disease as well.  Although the sorcerer can never produce a true cure in such cases, Nergal's Blessing may keep a sick person alive long enough for the target to heal on their own.

Nergal's Wrath

This ghastly power induces severe disease on its victim.  This affliction is a real infection.  The appropriate microbes appear in the victim's body.  The disease progresses in the victim with an unnatural speed.  If the ravaging plague takes the form of gangrene, leprosy or some other relatively slow infection, it's acceleration baffles and terrifies any doctor, and might gain the attention of higher powers when reported.

A vampire who achieves this level of path mastery must be a 'signature' disease as their personal form of Nergal's Wrath.  The caster inflicts one, and only one type of disease, such as cholera or yellow fever with which it kills by.

System:  The caster must successfully touch the target and may require a physical challenge.  The caster must then make a Mental challenge against the target’s Physical traits.  Should the physical challenge fail, the caster must test against themselves, or the disease will infect them instead (but can be reversed by Nergal's Blessing).  Every hour, the victim must test with Survival or lose one health level, as well as lose three physical attributes.  This test is static against a difficulty set by the ST.  If the victim receives medical care, the one treating them may substitute the Medicine ability for the victim's Survival retest.   If the victim can accumulate five successes before dying (or in the case of a Kindred, fall into torpor), Nergal's Wrath ends.

A vampire cannot use Fortitude to fight this disease.  However, they may expend vitae to heal the damage.  This can cause the expenditure of a great deal of vitae, and Nergal's Wrath halts at daylight.

Advanced Ill Wind

The master of Nergal's Covenant simply walks by a location, and people get sick.  The disease appears natural.  It will not progress any faster than normal, but the illness may be unusually virulent, and it can affect Kindred too.  The Ill Wind ignores most mundane barriers.  Only magic or an air-tight chamber can protect against this curse.

The Ill Wind always takes the form of a disease that could plausibly occur in the area where the sorcerer uses the curse.  Thus, a sorcerer could attack a New York dinner party with ptomaine, E. Coli, or even legionnaire's disease, but not smallpox (extinct except in labs), or bubonic plague (not native to the area).  The Ill Wind's user has no control over what disease he calls, but every victim contracts the same disease.

System:  The Ill Wind costs the sorcerer a temporary willpower, as well as a blood point to activate.  The mental traits expended will determine how many people can be affected; 1 trait - 1 person, 2 traits - 2 people, etc. up to 5 traits. 

The caster should make a Mass challenge against the target's Physical attributes.  Although the challenge can involve everyone within 100 yards the number affected cannot exceed the limits of the mental traits expended. 

Failing to successfully enact this path power causes the Ill Wind to affect the caster instead, however it can be ameliorated by a use of Nergal's Blessing.  Succeeding against even one person is sufficient to avoid succumbing to Ill Wind personally.

The disease takes effect slowly (growing to full strength at about one day per dot of Stamina related Physical Traits for a victim).  Once the curse takes effect, the victim loses two health traits (Fortitude offers no protection) and three Physical traits, to a minimum of zero, at this stage.

A victim has a chance of recovery for each day of bed-rest, or sleep for Kindred.   The victim makes a Survival Ability test.  If successful, they recover a Physical trait.  The curse ends when the victim recovers all their Physical traits.  As with Nergal's Wrath, the player of a victim under medicinal care can add the character's Stamina related traits when the doctor utilizes a check with the Medicine ability.

Unlike other attacks based on Nergal's Covenant, Ill Wind does not protect a victim from the lower-level powers.  A sick victim can suffer further Attribute loss from Maskim's Touch, Breath of Ereshkigal or Nergal's Touch.

The Evil Eye [BS: tTC, pg. 44] ((DAK))

Most western cultures have a fear of the 'evil eye', likely started somewhere in the middle east, and spread from there, throughout the Muslim world, as well as western Asia and all of Europe.  Settlers brought this concept to the New World as well, and there are many fears of it still prevalent even today.

The Path of the Evil Eye takes advantage of the power of this belief, and is capable of inflicting a variety of calamities upon its victims.  Although the powers take little time to use, the effects may take hours or nights to manifest, and the sorcerer often does know or control the exact nature of the curse.

This path’s powers are NOT cumulative.  While affected by a curse, a victim becomes immune to further uses by that specific vampire.  For example, if a sorcerer inflicts 'Peril' on a victim, he cannot curse that person with another Peril until the first runs its course.  He can however, still attack that victim with a Loss or any other Evil Eye power.  Similarly, another sorcerer can impose his own Evil Eye curse.

The victim also has some ways to remove an Evil Eye curse before it runs its course.   People with True Faith can remove the Evil Eye's effect through proper ritual and prayer (static test, level of True Faith v. level of the Path power).  Further, certain occultists with or without magic themselves can work out ways to weaken or void a curse with a test of the Occult ability (only if specialized in Curses) by making a mental challenge against the caster.

Basic

Humiliation

With a venomous glance, the vampire inflicts bad luck upon his victim.  The bad luck attacks the victim's social standing.  The victim suffers some terrible embarrassment within the evening.  Neither victim nor attacker knows what form of embarrassment will take, so the victim has no way to defend against it.   The Humiliation inflicts no 'real' harm, but can ruin a person's prestige or credibility for a while.

Humiliation works well against Camarilla vampires, especially if the local Kindred include a really vicious Harpy, but Sabbat vampires can suffer humiliation too.  Besides the obvious physical embarrassments, a Sabbat might inadvertently help an enemy, or seem to act 'too human'.

System:  The attacker's player expends a Willpower trait and engages in a mental challenge against the target.  If the test succeeds, then the target will suffer humiliation some time during the night.   Mechanically, this means the addition of three appropriate negative social traits some other player will be able to call in a social challenge within the game session.  STs are advised to be judicious in how this is implemented, as the power is not a deadly one--only an inconvenient one.  The results of this power should NOT result in the death of the inflicted, but at worse, result in the loss of prestation of a vampire who is part of one of the sects. The victim may not gain more than 2 of the same type of negative social traits.

Loss

This curse affects the victim's property.  Within a few nights of the curse, the victim loses both real wealth, and some possession of emotional value (assuming the victim has such a thing).  Lost property does not magically vanish; some 'natural explanation' (such as fire, accident, theft, confiscation or unexpected legal fees) causes the loss.  Even the sorcerer who casts the curse has no idea what form the loss will take.  Loss is permanent, barring special exertions by the victim (respending XP on backgrounds for instance).  Lost money and possessions do not magically reappear either.

System:  If the spell succeeds, the victim loses one dot of resources within the next week.   The ST will determine what sentimental loss the victim suffers.  If it is determined there is no 'sentimental item' to be lost, the victim might lose a dot of Retainer or Herd.  Even if the victim completely lacks Resources, the curse still finds something to strip away.  Perhaps the victim loses his wedding ring, the last memento of a happier life, or an abandoned building used as a Haven might burn down. 

Intermediate

Peril

This power puts the victim directly in danger.  Over the next few nights (likely culminating on a game night) the victim finds herself in dangerous situations.  The victim might cleverly escape the danger, and Kindred can probably survive even the worst Perils.  Then again... they might not.

System:  The caster must expend a willpower trait and engage in a mental test.  With a successful casting, the victim is inflicted by the equivalent of the flaw: 3pt. curse of the Storyteller's choosing.  The victim does NOT gain freebie points for this.  Through either defeat or victory against the Peril, the spell abates.  Once the peril is faced, win or lose, the spell fades.

Enemy

This level of Evil Eye has the most far-reaching effect on a victim.  Friends may turn away, enemies appear (and might be a former friend).  Perhaps the victim can recover lost allies and placate new enemies, but the Storyteller should not take it easy on the character--it is a level four power after all.

System: The caster must expend a permanent willpower to initiate the challenge. Upon a successful casting, the victim immediately loses two background points selected by the ST from Allies, Contacts, Influences, and gains a 2-pt Enemy.  The character does NOT know of the sudden change.  A victim NEVER gains more than one enemy from the curse. Imposing an enemy takes time.  The enemy might spend several hours in places where the victim has interests and connections, for example, spreading insults and innuendos -- just like a normal smear campaign, but the curse makes sure the smear campaign really works.  The effects manifest within a week.

Advanced

Chashm Zakhm

Literally translated, it means the 'Eye that Wounds'.  This represents the most immediately dangerous use of the Evil Eye.  Unlike the other powers, this power acts immediately.  The sorcerer expresses fulsome praise, vicious insult or utter astonishment at the target person or object -- and on the next turn, something really bad happens to the target.

System:  The caster must expend 2 temporary willpower traits and a mental trait to enact the challenge. Enacting this power causes the target person or object to suffer two health levels of damage (Fortitude does not work against this).  The sorcerer's speech shapes the form of the damage.  For instance, saying something nasty about the person's car will make the engine block crack, and  this power used against mortal victims generally cause them to suffer some permanent maiming.  Non-ghouled animals affected drop dead on the spot.

the Hunter’s Wind [BM: SoT, pg. 123]

The Assamites are known as the assassins of the kindred world for good reason. Their sorcerers provide them with ways to avoid detection above and beyond the vampiric discipline of Obfuscate. Assamite magic’s do more than merely blind a person to their presence or confuse a target’s senses: Those benefiting from the Path of the Hunter’s Winds have learned to do many of the things for which the Nosferatu are infamous, but in a more physical sense.

Basic

Scent of deception

When this power is in employed the recipient can mask or completely alter their scent. If the sorcerer chooses to eliminate their scent, individuals attempting to track them by sense of smell receive a -5 Trait penalty to their tracking attempts –the sorcerer may use their Occult Ability to retest against their pursuers. If they choose to alter their scent to another individual (to incriminate someone else for example), those

attempting to determine the scent of the individual must defeat the sorcerer in a Mental challenge with Occult being the sorcerer’s retest and Investigation being the investigator’s retest. There is no inherent penalty to this test as with the elimination of scent. In many ways this is like Mask of 1000 faces for smell, with the additional effect that the power lingers.

Skin of the Chameleon

This power is in all ways like the Visceratika power, Chameleon Skin, except it also covers the clothing of the caster. (as per BM: SoT)

Intermediate

Unassuming Pose

The sorcerer may use this power to go unnoticed by those perusing them by fading into a crowd. Once activated with a Static Mental challenge against a difficulty of 6, the sorcerer cannot be detected by anyone with less Auspex than his path rating in Hunter’s Winds. So long as he remains within a group of at least two other characters and does not look entirely out of place. (e.g. They are dressed like a bum at a Ventrue board meeting, or a clown at the local biker bar). If their Auspex rating is equal to or greater than the Sorcerer’s Hunter’s Wind rating then the character must make a Mental challenge with the sorcerer to notice them. Just like Obfuscate, Unseen Presence, they will be completely ignored by all those around them, including the crowd they faded into.

Whiff of Kalif

The sorcerer distorts the perceptions of those around them, so they experience a distractingly powerful feeling of intoxication. They may enjoy a pleasant hallucination, or may just stand there blissing out, not caring what the sorcerer is up to. The sorcerer may engage any and all targets paying attention to them in a Mental challenge. If the sorcerer succeeds the individuals gain the Negative Trait, Oblivious x1, as they become blissfully unaware of their surroundings for 15 minutes or the remainder of the scene, whichever comes first. If an obvious threat becomes present or a noticeable combat ensues this power ends immediately.

Advanced

Ghost Body

With the expenditure of three Blood Traits (instead of the usual one for thaumaturgy) the sorcerer becomes completely intangible, and invisible. They cannot use any disciplines while in this power is activated. They cannot hear, but they can see, though strange visions have been known to occasionally haunt a sorcerer while in this realm (possibly ghosts or nearby astral travelers). They can be detected in the same manner as one would attempt to detect those on the astral plane. They can be attacked by other individuals using Ghost Body, or by astral travelers who have detected him. However, a Ghost Body cannot be lost to the astral plane nor do they suffer any real damage or wound penalties, they simply get knocked back into the “real” world if their Health levels are reduced to zero. Astral travelers attack with Mental Traits, use Willpower for Health levels, and Investigation as retests as normal. The Ghost Body uses Physical Traits, their normal Health levels (may be healed as normal with blood), and Occult as retests. Note: Individuals in the astral do not automatically see the Ghost Body they must perform the normal Aura Perception challenge after the expenditure of a Mental Trait to find the Assamite first. If the astral traveler fails to see the Ghost Body they may not attack them. Also, although a combat for the Ghost Body is physical, no other disciplines may be activated while Ghost Body is active; as such Potence and Fortitude do not apply. Other powers activated prior to the activation of Ghost Body remain in effect per their normal duration.

Music of the Spheres [BS: tTC, pg. 46] ((DAK))

The Neoplatonist philosophers taught that planets radiated musical pitches as they circled the Earth.  Ordinary people could not hear this 'music of the spheres', but highly spiritual people could.  The medieval Arabs joined this idea to music's uncanny power to influence the mind and soul.  In their quest to reach Heaven through trance, Assamite and early Toreador sorcerers listened to the music of the spheres.   They learned occult melodies powerfully affected the emotions of listeners.  The effects resemble a specialized version of Presence.

So far, no vampire has ever been known to have learned both the Music of the Spheres and the 'Melpominee' discipline of the rare and unusual Daughters of Cacophony bloodline.  The path and Discipline powers cannot add to each other's effects.

System:  The path calls for normal expenditures of blood to enact, however this path uses social rather than mental traits.  It is absolutely required that casters possess either Performance: Singing x3 or Performance: Musical Instrument x3 to enact it.  In either case, the magic is tied directly into said performance ability, an opera singer cannot use a different specialization and utilize the power, nor could a flautist pick up a trumpet and use this magic.  The sorcerer must declare what form of music is tied to this magic at the taking of its first level, and the ability is forever tied to the Path.

The sorcerer can activate the Music of the Spheres through a single turn of melody, but everyone nearby can sense the occult power in the music.  The magician can conceal the celestial melody within ordinary music, but this requires the targets to hear the music for at least a full minute.  Even then, listeners will receive an Awareness check to detect the unnatural force within the performer's music.

Each power affects a variable number of targets depending on how many mental traits spent, noted on a chart below.  If more people are present than the character can influence, the Music of the Spheres affects those with lower Willpower scores first.

1 Social Trait -- one person2 Social Traits -- two people3 Social Traits -- four people4 Social Traits -- eight people5 Social Traits -- Everyone in the immediate vicinity (ST discretion)

The Music of the Spheres only works when played 'live'.  It cannot enchant people who hear it in a recording, or transmitted by telephone, television or other electrical or mechanical means.

If two characters use Music of the Spheres on the same target(s), the character who's expended the most social traits has their effect take precedence.

Powers enacted by this path last for a scene or an hour.

Basic

Song of Mercury

The music of Mercury, the planet rules abstract thought, deadens emotions.  The swift cascades of notes distract listeners, and calm their souls.

System:  The Song of Mercury negates the effect of other Music of the Spheres powers while the music continues.  The power costs a single blood point to activate, but the effect continues as long as the character keeps singing or playing.  The song of Mercury lacks sufficient power to counter frenzy or Rotschrek.

Song of Venus

The sweet music of Venus inspires feelings of affection an occult musician can direct as she wills.   The character can make people like her, or anyone else she chooses -- for a while.

System:  This power acts similarly the non-mechanical Presence power of Awe, but the magician can direct the victim's warm feelings toward anyone she wants, to make someone else seem incredibly charismatic.   For the duration of the magic, the target gains two charisma based social traits.  The sorcerer needs some way to indicate the recipient of the magical charisma whether by words, admiring glances or other means.  The effect lasts for the scene or an hour.  Affected people can resist the Song of Venus by expending one temporary Willpower trait for every turn they remain within the person's supernatural charisma.

Intermediate

Song of Mars

The harsh chords and driving rhythms of Mars inspire feelings of anger and aggression.  The sorcerer can make his audience hate a particular target or actually drive listeners to fits of rage.

System:  This power can have two effects.  The sorcerer can make an audience despise a target person or organization, sort of like Awe in reverse.  The target does not have to be present.  This effect lasts a scene or an hour.  Players can spend temporary Willpower to have their characters resist the supernatural anger for a turn.  If the sorcerer's player additionally spends a Willpower point, affected Kindred enter frenzy unless their players make a successful Self-Control check (if applicable).  This augmented version of the power can induce frenzy-like rage in morals as well, but test at a lower difficulty.

Song of Jupiter

The strong, steady chords of Jupiter, the planet of power and status, boost courage and strength of purpose.   Listeners feel resolute and fearless, like unto kings.

System:  This power renders listeners immune to all attempts to use Presence while the music continues; it does not negate Presence uses took place.  Any other mind control (such as Dominate, other Music of the Spheres powers, mortal magic or the powers of other supernatural beings) against an audience member suffers a two-trait penalty for the rest of the scene.

The Song of Jupiter also strengthens the ability to resist the Beast.  For the rest of the scene, characters resisting Rötschreck or Frenzy are as if they have the 'calm heart' merit.

Advanced

Song of Saturn

The menacing chords of Saturn, planet of death and restriction, inspire terror in those who hear them.  People affected by the magical music need all their courage and will to resist the urge to flee or surrender.

System:  All kindred hearing the song must make a test of Courage versus 3 traits or succumb to Rotschreck.  Mortal listeners feel the same blind fear, but their terror is more likely to flight, rather than fight.

Path of Blood Nectar [BS: tTC, pg. 62] ((DAK))

The levels of this path are not named, each level does the 'same' thing, however with more potency as higher levels are achieved.  This power is known mostly amongst the Sadhu's of the Indian subcontinent, amongst the Sadhana.  This path creates 'potions' of levels of disciplines or paths of magic.  The potions are only good for one night, and go inert at the rising of the sun.

This path requires one minute of concentration per level of the potion created.  The sorcerer needs to make a static mental test against three traits per level of discipline or path conferred, as well as 1-5 blood traits, depending on what level of power is conferred.  Thus a level four discipline would cost the sorcerer four blood traits, and test against 12 traits.

Each dose of Blood Nectar confers one of the sorcerer's powers upon the imbiber for a single scene.   The sorcerer can confer either Disciplines or Thaumaturgical Path powers, but not the effects of rituals.  Of course, the sorcerer cannot impart a Discipline at a higher level than she herself knows.

Someone who imbibes a Blood Nectar gains the Discipline or Path, up to the level the sorcerer chose to store.  For instance a level three nectar of Presence would enable the imbiber to use the first three powers of the Presence Discipline.  If the imbiber already knows the Discipline to as high or higher level than the portion carries, the Blood Nectar has no effect except to grant the person one blood point's worth of vitae.   Each dose of Blood Nectar counts as one blood point, no matter how much vitae its creation consumed.

A person drinking the Blood Nectar gains none of the sorcerer's abilities, so he might not be very good at using the powers attained.  On the other hand, he may possess more innate talent than the sorcerer herself.

Only one path cannot be stored as a Blood Nectar potion: the Path of Blood Nectar itself.  Such is how magic works sometimes.

A character can only wield the effects of only one Blood Nectar potion at a time.  If a person imbibes a second nectar, the 'higher-level' potion cancels the other one out instantly.  Nectar's of equal power cancel each other out, leaving nothing.

The enchanted vitae does not lose the power to turn a mortal into a ghoul, or to forge a blood bond.  Anyone who plans on 'borrowing' powers through Blood Nectar had best keep careful track of how often they imbibe potions, and from what sorcerer.

As mastery of the Path of Blood Nectar increases, a sorcerer can store a Discipline to higher levels. Each potion is only good for one night, and the caster may only make as many potions as half his Occult rating rounded down.

Basic

Level One

This Nectar confers one level of a Discipline or Path known by the caster.

Level Two

This Nectar confers two levels of Discipline or Path known by the caster.

Intermediate

Level Three

This Nectar confers three levels of Discipline or Path known by the caster.

Level Four

This Nectar confers four levels of Discipline or Path known by the caster.

Advanced

Level Five

This Nectar confers five levels of Discipline or Path known by the caster.

Path of Duat [BS: tTC, pg. 26]

The path of Duat is known mostly as a path practiced primarily by the Lector-priests of the Followers of Set.  However the tenants of this path are much older and some Dur An Ki practitioners use it as well, invoking the spirits and pacts of old.  Even so, with the prominence of the Setite magicians, few Assamite Sorcerers practice this openly, as it adds yet another reason for conflict between the two clans.  The effects are mental and hypnotic rather than physical.  An observer sees no physical cause for the victim's malady.

Each power of this path calls for a Mental Challenge against the victim.  Except for the Advanced Level, the effects last as long as the sorcerer maintains concentration.  The sorcerer cannot engage in any violent physical activity, employ another path or activate ritual magic while maintaining the necessary concentration for this path.  The character can use passive items (fetishes, talismans, etc.).  Duat powers costs blood points, a significant distinction from the manner Setites use.  The sorcerer relies upon their own manner of casting in order to 'ascend the ladder to heaven'.

Unlike other paths, sorcerers retest with their Theology ability, not Occult.

To use the Path of Duat, the Sorcerer must carry a talisman crafted from onyx and dedicated to a god or spirit associated with the Underworld; Anubis, Anunnaki, Antu, Apsu, Hades, Hecate, Charon, Erebus, Minos, Rhadamanthys or any other similarly entity tied to an underworld mythology. A few minutes before using the path, the sorcerer smears the talisman with a drop of her own blood as an offering and whispers a short prayer.

The hypnotic aspects of the Path of Duat mean all his powers operate at a -2 trait penalty if the sorcerer does not catch the victim's attention using the talisman the turn she initiates the magic. The victim does not need to see the sorcerer on subsequent turns. However the magician must maintain line of sight with the victim or the effects of the Path of Duat end.

BasicA Sending of Serpents

Serpents haunt the 12 caverns of Duat.  They swim in the river and coil about the limbs of the unredeemed dead.  Through this power, the magician makes the victim hallucinate about snakes.  The victim starts seeing a single asp slithering nearby.  No matter what the victim does, the snake comes closer.  If he runs, another snake drops down before him or slithers from behind the furniture.  If he attacks the snake, it vanishes but another serpent takes its place.  Before long, more serpents appear, and one manages to coil around his body.  Although the snakes look real and deadly, they never actually bite.  They can only frighten the victim.  Game

mechanics are considered to be identical to the Dementation power of 'the Haunting', as the victim gains the derangement Schizophrenia (LotN:R p. 214) for the remainder of the scene.

Other people will not see these phantom serpents and might assume a frightened victim is on drugs, or lost his mind.

Darkness of Duat

The dead in Duat exist in darkness, relieved only by the nighttime passage of the sun.  This power casts the darkness of Duat into a victim's eyes, rendering him blind (the victim suffers under the total darkness penalties listed on p. 164 of LotN:R under the Obtenebration power, Shroud of Night).  The victim also hears the soft lapping of the River of Death as it flows through the Underworld.

Intermediate

Suffocation of the Tomb

Along with other torments, the dead in Duat cannot breathe or speak.  The 'opening of the tomb' funerary ritual was meant to deliver the deceased from this unhappy condition.  Through this power, a sorcerer renders a victim as breathless as the dead.

If the sorcerer succeeds in a Mental challenge vs. the victim's Physical Traits, the victim can neither breathe nor speak for as long as the vampire concentrates on him.  For vampires, muteness is a minor inconvenience; they do not, of course, need to breathe.  For a mortal, loss of breath can kill and deliver him to the netherworld in truth if the sorcerer persists long enough.  Mortals can survive a few minutes of suffocation, but immediately drop to the second Bruised level.  For each turn of physical activity a mortal attempts while suffocating, the player engages in a static Physical Challenge (bidding a stamina-related trait), difficulty 6.   Failure means the character suffers another health level of bashing damage.  Once a mortal loses consciousness from this attack, she can live as many minutes as she has Stamina-related Traits before suffocating to death.

The Narrow House

The dead in Duat rest in coffins that open only when the sun makes his nightly passage.   At this level, the victim is unable to move as if trapped in a coffin.

A successfully paralyzed victim can take no action at all so long as the sorcerer concentrates upon her, unless the player spends a temporary Willpower point.  In that case, the victim can act for a single turn (turn, not round), at a two-trait penalty.  This power affects vampires, other corporeal supernatural entities and wraiths, but not other sorts of spirits.

Advanced

Consignment to Duat

The ultimate power of this path sends the victim's entire consciousness to Duat.  For a mortal, this means death.  For a vampire, it merely means torpor -- but since the victim is at the sorcerer’s mercy, in all likelihood, Final Death follows soon anyway.

Unlike the other powers in this path, the sorcerer's player spends a temporary Willpower trait.  The target, feeling death, can also expend a temporary Willpower to stay active for another turn.  While doing this, the target must spend a second Willpower trait to act, as if attempting to do two things at once.   The target

expends another Willpower trait to keep the character alive (or undead at least) each additional round but the sorcerer can maintain the attack at no additional expenditure or cost.  To survive an attack, the target breaks the sorcerer’s concentration or escapes their line of sight.

Torpor induced by Consignment to Duat will last the normal duration set by the victim's Humanity or Path of Enlightenment rating -- barring further action by the sorcerer.

Whispers of the Heavens [Libellus Sanguinis:3, pg. 68]

The Almohad Empire and Taugast both boast astronomers whose knowledge far exceeds all European lore of the stars. Both cultures also possess a wealth of fortune-tellers who claim the ability to read knowledge from the heavens. The Assamites draw on both of these traditions in addition to their own studies. This path emerged from sorcerer workshops after long effort to reconcile conflicting beliefs. Practitioners of Whispers of the Heavens are also known as seers and diviners. Note: The primary focus of Whispers of the Heavens is to prophesize the future. The sorcerer is two Traits down in any use of this power in overcast weather, and four Traits down in a storm. This power may not be used if the sorcerer cannot see the sky at all. This discipline should not be a license to Meta game. BE VAGUE.

Basic

Map the Skies

The first technique a student of this path learns is divining his location with a mere glance at the stars. The player performs a Static Mental challenge against a difficulty of 4. If successful, they then perform a simple test with the following results:

Loss – They are aware of their location within 100 miles. Tie – They are aware of their location within 1 mile. Win – They are aware of their location within 10 yards.

Read the Heaven’s Plans

The character must be standing in the place or touching the person on whom he wants to use this power. The player performs a Static Mental challenge against a difficulty assigned by the Storyteller. If successful the caster receives premonitions of events that will occur within the next season (a season takes roughly 3 lunar months) involving that person or place. For example: The sorcerer may see the city ablaze and battle in the streets. This could be a premonition of a major Sabbat offensive. Or he/she may envision a serpent coiled around the Brujah Primogen. This could very well mean he will be making a deal with the Followers of Set sometime soon.

Intermediate

Call Down the Hunter’s Moon

“To everything, there is a season” This power allows the sorcerer to predict the best time to perform a given task. The caster performs a Static Mental challenge against difficulty 8. If successful, the beneficiary is considered one Trait up in any action directly related to the performance of said task (aside from combat challenges). For example: Mohamed wishes to kill a prince. He consults the sorcerer who casts this power on him. He tells Mohamed Friday June 14th will be the best night to make his attack, as the prince will be traveling to a far away land, and will be away from guards and the safety of his castle. Mohamed takes his advice and uses said night to attack. While sneaking past a guard he is one trait up in the stealth challenge. When picking

the lock on the door to the prince’s chamber he is one trait up on the security test. However, once he enters combat Mohamed’s own skills will have to suffice. At narrators discretion this power may give a more tangible effect such as giving the time to sneak into the Giovanni mansion when he (the ST) knows the Giovanni player will be visiting another chronicle, or the tempest will be strong and the wraith will be unable to defend it, etc…Storytellers are strongly cautioned regarding this power to strongly consider the benefits it will confer as it can easily lead to, or be viewed as, favoritism.

Trace the Soul’s Favor

In order to use this power the sorcerer must know the date of mortal birth, date of embrace, or the birth name of the subject. They then enter a Static Mental challenge with his target. Upon success the Storyteller may grant one piece of the following information: Nature, Demeanor, Path (and approximate rating), notable skills or disciplines, or approximate Willpower. Divination is not a science; therefore numbers should not be given when presenting the information gleaned by this power.

Suggestions:

“You sense a great force of will.” – High willpower “You see a mighty sword.” – High melee score “You see chaos all around him.” – Nature: Eye of the Storm “You see a mask of a king.” – Demeanor: Autocrat

Advanced

Ripples on the Sea of Stars

A sorcerer can perceive any scene occurring beneath the same stars they can see (roughly 100 miles). They must perform a Static Mental challenge against difficulty 10 to perceive the scene, for one turn. If successful the difficulty drops by two for each subsequent turn, until it reaches four. Any failure resets the difficulty back to 10. The Sorcerer may use no other powers in conjunction with this discipline to effect the scene in question unless those powers specifically allow it of their own accord such as summon. Note: People with WW lore 5 will notice this is considerably different from the actual mechanics of the tabletop version of this path. This is because the original text of the path grants a more powerful version of the Elder Auspex: Clairvoyance.

Assamite Sorcery Rituals – (Rarity/Required Rank):

All of the rituals in this packet have their most recent text reference (which may differ from the actual genre text reference) listed in the chart below. Any rituals not printed in a Revised MET book are listed in the section directly following the ritual chart. Note: Use of the Tremere: Clan Book (revised) as a MET rules references is merely for a lack of any other MET write up for rituals listed as being in genre for Assamite Sorcerers.

Anything marked with (A) is an Assamite Only ritual; this means the ritual may only be bought by an Assamite PC's and used on other Assamites PC's unless otherwise marked.  Those rituals marked with a pair of asterisks (**) are Dur An Ki. Key for books listed under MET rules reference:BM: SoT -- Blood Magic: Secrets of ThaumaturgyBS: tTC -- Blood Sacrifice: the Thaumaturgy CompanionDA: VoN -- Dark Ages: Veil of NightLotN (revised) -- Laws of the Night (revised)MET: FaF -- Mind's Eye Theater: Faith and FireMET: LoE -- Mind's Eye Theater: Laws of Elysium MET: SG -- Mind's Eye Theater: Sabbat GuideMET: StG -- Mind's Eye Theater: Storytellers GuidePGttLC -- Player's Guide to the Low ClansTT: CG -- Table-top Camarilla GuideTremere: CB (revised) -- Tremere Clanbook (revised)

Common Rituals: (Rarity: 1 / Rank: Aspirant)

Basic Rituals (B-1): Preferred name for ritual MET rules reference Blood Call (A) Blood Call MET: LoE, pg. 86 Blood of Peace (A) Blood of Peace MET: LoE, pg. 86 Calling the Restless Spirit Nergal’s Call MET: LoE, pg. 80 Communicate w/ Kindred Sire Speak w/ Sire LotN (revised), pg. 185 Defense of the Sacred Haven Curtain of Will LotN (revised), pg. 185 Deflection of the Wooden Doom Turn the Impaling Shaft LotN (revised), pg. 185 Donning the Mask of Shadows Blanket of Night MET: LoE, pg. 80 Encrypt Missive Loyal Eyes MET: StG, pg. 65 Engaging Vessel of Transference Falsely Sealed Vessel LotN (pre-revised), pg. 102 Extinguish Quench MET: StG, pg. 66 Eye of the Translator (A) Eye of the Translator Libellus Sanguinis: 3, pg. 70 Incantations of the Sheppard Sheppard’s Silent Vigil TT: CG, pg. 110 Open Passage, the Passage of Ghul LotN (revised), pg. 185 Principal Focus of Vitae Infusion Draught of the Pebble LotN (revised), pg. 186 Purify Blood Purify Blood Tremere: CB (revised), pg. 57 Purity of the Flesh Purity of the Flesh TT: CG, pg. 110 Rebirth of Mortal Vanity Don the Lions Mane MET: StG, pg. 67 Sanguineous Phial Preserve Life’s Water MET: StG, pg. 68 Scent of the Lupine’s Passing Wolves Secret LotN (revised), pg. 186 Scribe, the Scribe, the MET: StG, pg. 68 Sense the Mystical Sense the Mystical MET: StG, pg. 68 Serenading of the Kami Serenading of the Kami BM: SoT, pg. 91 Wake with Evening’s Freshness Black Sunrise LotN (revised), pg. 186

Ward vs. Ghouls Ward vs. Ghouls LotN (revised), pg. 186 Warding Circle vs. Ghouls Warding Circle vs. Ghouls TT: CG, pg. 111 Whispers of the Ghost Speech of Heaven MET: StG, pg. 69   Intermediate Rituals (I-1): Preferred name for ritual MET rules reference Binding the Beast Shackle the Predator MET: LoE, pg. 82 Bladed Hands Qingu’s Wicked Hand MET: LoE, pg. 82 Bone of Lies Stain of Guilt LotN (revised), pg. 186 Gentle Mind Haqim’s Will MET: LoE, pg. 83 Illusion of Peaceful Death Departing with Grace MET: LoE, pg. 84 Messenger of the Winds (A) Messenger of the Winds Libellus Sanguinis: 3, pg. 71 Stolen Kisses Tap the Hidden Well MET: StG, pg. 71 Ward vs. Kindred Ward vs. Kindred TT: CG, pg. 113 Warding Circle vs. Kindred Warding Circle vs. Kindred TT: CG, pg. 111 Watcher, the Watcher, the MET: LoE, pg. 85   Advanced Rituals (A-1): Preferred name for ritual MET rules reference Ghost in the System Call of Lamashtu-Nabu BM: SoT, pg. 97 Ward vs. Spirits Ward vs. Spirits TT: CG, pg. 114 Warding Circle vs. Spirits Warding Circle vs. Spirits TT: CG, pg. 110

Uncommon Rituals: (Rarity: 2 / Rank: Associate)

Basic Rituals (B-2): Preferred name for ritual MET rules reference Bind the Accusing Tongue Quell the Liar’s Tongue TT: CG, pg. 109 Bind the Heavens ** Bind the Heavens BS: tTC, pg. 48 Blood Rush Feast of Air MET: SG, pg. 130 Blood Walk Sins of the Father MET: LoE, pg. 80 Brand of the Paramour Shepard of Seth MET: StG, pg. 65 Craft Bloodstone Follow the Lie MET: StG, pg. 65 Dominoe of Life Take Life's Visage MET: SG, pg. 130 Dowse the Earth's Blood ** Dowse the Earth's Blood PGttLC, pg. 180 Earth's Blood Cry ** Earth's Blood Cry BS: tTC, pg. 48 Exorcise Fever ** Exorcise Fever BS: tTC, pg. 47 Eyes of the Nighthawk Eagles Eye's MET: SG, pg. 130 Friend of the Trees Child of Ashnan MET: LoE, pg. 90 Illuminate Trail of the Prey Covenant of Enkidu MET: SG, pg. 130 Imp’s Affliction Mar Visage MET: StG, pg. 66 Jinx Destroy Tool MET: StG, pg. 66 Learning the Mind Enslumbered Voice of the Fallen MET: StG, pg. 67 Recur of the Homeland Blessing of the Mountain MET: SG, pg. 131 Sanguine Assistant Servant of Blood TT: CG, pg. 111 Steps of the Terrified Run to Judgment MET: LoE, pg. 89 Summon Guardian Spirit Summon Guardian Spirit MET: LoE, pg. 89 Will o’ the Wisp Lights of the D'jinn MET: LoE, pg. 89   Intermediate Rituals (I-2): Preferred name for ritual MET rules reference Approach the Veil (A) Approach the Veil BM: SoT, pg. 125 Awaken Kalif (A) Awaken Kalif OWBN – Sorcery Packet Cleansing of the Flesh Cleansing of the Flesh MET: StG, pg. 69 Clinging of the Insect Uttu’s Travel MET: SG, pg. 132 Eyes of the Past Eyes of the Past MET: LoE, pg. 83

Firewalker Ishum's Blessing MET: SG, pg. 132 Flesh of Fiery Touch Skin of Nusku MET: LoE, pg. 83 Heart of Stone Basalt Heart MET: LoE, pg. 83 Incorporeal Passage Incorporeal Passage LotN (revised), pg. 186 Innocence of the Child’s Heart Aura of the Prophet MET: LoE, pg. 84 Light of Vengeance (A) Light of Vengeance MET: LoE, pg. 86 Major Creation (Conjuring) Grand Summoning MET: StG, pg. 71 Rending Sweet Earth Releasing Nintu’s Grasp MET: LoE, pg. 84 Respect of the Animals Lahar’s Gift of Passage MET: LoE, pg. 91 Splinter Servant Wooden Scarab TT: CG, pg. 113 Unseen Change, the Strip the Sheep's Clothing MET: LoE, pg. 85 Ward vs. Lupines Ward vs. Lupines TT: CG, pg. 113 Warding Circle vs. Lupines Warding Circle vs. Lupines TT: CG, pg. 111

Words of Undoing (A) Words of Undoing OWBN – Sorcery Packet

  Advanced Rituals (A-2): Preferred name for ritual MET rules reference Healing Blood (A) Healing Blood MET: LoE, pg. 87 Spirit of Torment Spirit Ally MET: LoE, pg. 92 Stone of the True Form Stone of the True Form MET: StG, pg. 74 Ward vs. Demons Ward vs. Demons TT: CG, pg. 114 Warding Circle vs. Demons Warding Circle vs. Demons TT: CG, pg. 111

Rare Rituals: (Rarity: 3 / Rank: Master)

Basic Rituals (B-3): Preferred name for ritual MET rules reference Burning Blade Fuel the Blades Fury TT: CG, pg. 110 Gift of Mithra’s Bull (A) Gift of Mithra’s Bull BM: SoT, pg. 125 Horoscope ** Horoscope BS: tTC, pg. 47 Impressive Visage Glory of Haqim MET: StG, pg. 66 Pebble from the Mountain (A) Pebble from the Mountain BM: SoT, pg. 125 Power of the Invisible Flame (L. of Flames)

Gerra’s Hidden Fury MET: LoE, pg. 89

Purge the Inner Demon Pacify the Beast MET: StG, pg. 67 Touch the Earth (A) Touch the Earth BM: SoT, pg. 124 True Sight Eyes of Haqim Diablerie Britain, pg. 9   Intermediate Rituals (I-3): Preferred name for ritual MET rules reference Bull of Heaven ** Bull of Heaven BS: tTC, pg. 48 Coerce the Profane ** Coerce the Profane PGttLC, pg. 183 Craft Dream Catcher (Oneiromancy) Gift of the Dreamer MET: StG, pg. 70 Curse Belated, the Ereshkigal’s Promise MET: StG, pg. 70 Iron Mind Fortress of the Mind LotN (pre-revised), pg. 105 Kafir’s Bane (A) Kafir’s Bane Sins of the Blood, pg. 102 Kudurru ** Kudurru BS: tTC, pg. 49 Mirror of Second Sight Reflection of Truth MET: SG, pg. 133 Mirror Walk Mirror Walk MET: LoE, pg. 91 Protean Curse Beast Curse MET: LoE, pg. 84 Scry Hidden Witness MET: StG, pg. 71 Shaft of the Belated Quiescence Inevitable Judgment TT: CG, pg. 112 Summon Mischievous Spirit Summon Mischievous Spirit TT: Sabbat (2nd ed), pg. 118 Telecommunication Redirecting the Skies Eye MET: StG, pg. 72

Track Transgressor (Sorcery) Enkidu’s Great Hunt MET: StG, pg. 72 Unweave Ritual Deny the Curse Tremere: CB (revised), pg. 64   Advanced Rituals (A-3): Preferred name for ritual MET rules reference Enchant Talisman Craft Foci TT: CG, pg. 113 Escape to a True Friend Escape to a True Friend MET: FaF, pg. 209 Eyes of the Beast Covenant of Lahar MET: LoE, pg. 92 Lion Heart Ashur’s Wrath MET: LoE, pg. 92 Severed Hand Tithe to Law MET: StG, pg. 73 Ward vs. Fae Ward vs. Fae MET: StG, pg. 73 Ward vs. Wraiths Ward vs. Wraiths TT: CG, pg. 114 Warding Circle vs. Fae Warding Circle vs. Fae TT: CG, pg. 114 Warding Circle vs. Wraiths Warding Circle vs. Wraiths TT: CG, pg. 111

Very Rare Rituals: (Rarity: 4 / Rank: Distinguished Master)

Basic Rituals (B-4): Preferred name for ritual MET rules reference Blood’s Cry for Vengeance (A) Blood’s Cry for Vengeance Libellus Sanguinis: 3, pg. 71 Bottled Voice Sealing the Vault of Words MET: LoE, pg. 90 Glossolalic Fervor ** Glossolalic Fervor PGttLC, pg. 180 Machine Blitz Compel Machine Spirit MET: SG, pg. 131 Rotten-wood (Hands of Destruction) Rotten-wood LotN (pre-revised), pg. 105 Warding Baptism ** Warding Baptism BS: tTC, pg 47  Intermediate Rituals (I-4): Preferred name for ritual MET rules reference Blood Allergy Blood Drought MET: StG, pg. 69 Directing Ahriman’s Lance (A) Directing Ahriman’s Lance BM: SoT, pg. 125 Fire in the Blood Torment of Gerra LotN (pre-revised), pg. 105 Infirm Inert Traitorous Blood MET: StG, pg. 70 Mark the Blood Oath ** Mark the Blood Oath PGttLC, pg. 181 Portrait of Passion ** Portrait of Passion BS: tTC, pg. 48 Return of the Heart (Path of Blood’s Curse)

Return of the Heart MET: StG, pg. 71

Rite of Marduk Triumphant (A) Rite of Marduk Triumphant BM: SoT, pg. 125 Sire Impotent, the (A) Sire Impotent, the Sins of the Blood, pg. 102 Touch of Nightshade Haqim’s Disfavor MET: StG, pg. 72   Advanced Rituals (A-4): Preferred name for ritual MET rules reference Apsu Portal ** Apsu Portal BS: tTC, pg. 50 Blood Contract Blood Oath LotN (revised), pg. 187 Dominion House of Enlil MET: LoE, pg. 92 Expel the Dark Humors ** Expel the Dark Humors PGttLC, pg. 183 Invisible Chains of Binding Sharru’s Tether LotN (pre-revised), pg. 106 Umbra Walk Gate to Nirvana LotN (revised), pg. 188 Vires Acquirit Eundo Empower Ritual BM: SoT, pg. 98

Exceptionally Rare Rituals: (Rarity: 5 / Rank: Full Master)

Basic Rituals (B-5): Preferred name for ritual MET rules reference Kiss of the Asp ** (AT) Kiss of the Asp Caine's Chosen, pg. 79

Intermediate Rituals (I-5): Preferred name for ritual MET rules reference

Astral Portent ** Astral Portent BS: tTC, pg. 47Blood of the Chameleon (PC) Blood of the Chameleon OWBN – Sorcery Packet Fingers Form the Hand ** (L) Fingers Form the Hand PGttLC, pg. 182Haven's Passage (PC) Haven's Passage OWbN -- Sorcery PacketTamimah ** (L, AT) Tamimah BS: tTC, pg. 49  Advanced Rituals (A-5): Preferred name for ritual MET rules reference Accessing the Truth (A) Accessing the Truth OWBN – Sorcery Packet Lilith's Vengeance ** Lilith's Vengeance BS: tTC, pg. 50 Rite of Marduk Slain and Risen (A) Rite of Marduk Slain and Risen BM: SoT, pg. 125 Seeing with the Skies Eyes (A) Seeing with the Skies Eyes BM: SoT, pg. 126                    

Elder Rituals (E-5): Coord NPC ONLY Preferred name for ritual MET rules referenceFrom Marduk's Throat From Marduk's Throat BM: SoT, pg. 126Jacob's Kiss ** Jacob's Kiss BS: tTC, pg. 50

Master Rituals (M-5): Coord NPC ONLY Preferred name for ritual MET rules referenceGift, the Gift, the MET Journal #1, pg. 45Turn Back the Skies ** Turn Back the Skies BS: tTC, pg. 50

Dead Rituals: Not Usable in OWbNBasic Rituals Preferred name for ritual MET rules referenceTouch of Allah Touch of Allah DA: VoN, pg. 164

Intermediate Rituals: Preferred name for ritual MET rules reference Mask of Allah Mask of Allah DA: VoN, pg. 164

Advanced Rituals: Preferred name for ritual MET rules reference Ward Against Djinn Ward Against Djinn DA: VoN, pg. 165

Elder Rituals: Preferred name for ritual MET rules reference Allah's Blessing Allah's Blessing DA: VoN, pg. 165

Master Rituals: Preferred name for ritual MET rules reference Dampen the Keening Dampen the Keening DA: VoN, pg.Key for other symbols & acronyms:** -- Dur An KiL -- Loyalist AT -- Antitribu / Unconquered

Table Top Converted Sorcery Rituals:

The rituals listed below have been converted from White Wolf table top sources. The Assamite Coordinator has implemented these rituals in order to more accurately represent Assamite genre in a MET setting. As with all things, these rituals may be included in your game only with Storyteller permission –and in some cases, with Assamite Coordinator permission as well.  Elder and Master level rituals have been included for completions sake, and to attempt to prevent the abuse of unregistered powers.  All Elder and Master rituals are Coordinator approval only for NPCs.  Any ritual or path not included in this packet but listed by White Wolf sourcebooks is to be considered rarity four, coordinator approval only.

Some rituals below, especially those from Dur-An-Ki will have an alternate ability retest instead of 'occult', such as Astrology ability to retest for Horoscope.  In these cases the listed retest is the single ability retest.  There are no multiple ability retests, such as failing with Astrology, and then trying again with Occult.

Approach the Veil (A) [BM: SoT, pg. 125]

The sorcerer enters a transcendental state required to experience visions of the veil. He ingests kalif-laden blood, bathes in the blood of a fresh killed bull and meditates. He must first ward off a distracting cascade of unpleasant memories, then an even more tempting series of sensual pleasures –then there is the opportunity for revelation. The ritual takes 8 hours. Although the sorcerer typically performs this for research purposes, seeking the secrets of apotheosis, a peek past the Veil of Truth does grant direct benefits. The sorcerer automatically succeeds in his next challenge for sorcery or rituals. Enacting this ritual requires no challenge only time. If the sorcerer does not take advantage of the ritual’s benefits before he loses his next blood point it is wasted (remember you expend one blood point for waking). Note: This benefit does not apply to challenges against other players, only static difficulties such as ritual challenges and Whispers of the Heavens.

Apsu Portal (DAK) [BS: tTC, pg. 50]

The people of southern Mesopotamia believed all lakes and rivers connected to an underground ocean of fresh water called Apsu.  Their temples symbolized these life-giving waters with a large tank of holy water, which they also called an Apsu.  Sorcerers can exploit the myth of this connection of all fresh waters to travel all around the world. This ritual requires an Apsu tank, properly consecrated through prayers and sacrifices to Enki, the god of the subterranean sea and master of all magic.  In the ritual itself, the sorcerer pours a ping of rose oil and one blood trait of their own vitae into the Apsu.  She also adds a phial of water from another body of fresh water from anywhere in the world.  Then one person (the sorcerer or anyone else) can jump into the Apsu and instantly emerge from the other body of fresh water. The Assamites like to tell the story of an assassin who reached a well-guarded victim after he bribed a pool-cleaner to bring him a sample of water from the elder's subterranean swimming pool.

Storytellers are advised to keep an eye on where the destination point of this ritual can lead, especially if it is outside of their game's bounds.  Common sense of how far a character is allowed to travel should prevail.

Astral Portent (DAK) [BS: tTC, pg 47]

By inspecting the state of the heavens at a person's birth (and/or embrace) and the present, a sorcerer can discover the most powerful forces at work in a person's life.  The subject can ask for a general forecast, or seek more specific advice about his financial future, love life, a planned journey, etc.   The astrologer can also ask such a question about a subject who does not know he is being studied.

The caster makes a test against the mental traits of the subject.  The appropriate retest for this ritual is Astrology rather than Occult.  Success garners a significant fact about the person's near future--either in general, or in relation to a particular topic.  Clues should be short and somewhat vague.

This open-ended ritual carries risk for abuse.  Storytellers should never give precisely detailed information--only clues the characters can follow up on their own, or warning to keep an eye out for significant events in the near future.  An Astral Portent is especially useful when characters simply have no idea what to do next.   The heavenly portents will not give them an answer on a silver platter, but they can point the way to something interesting.

A character can receive only one reading of portents per session.  By acting on their horoscopes, characters change their potential futures in every way.  The mysterious web of Fate takes some time to adjust to the altered circumstances.

Note:  More powerful uses of this ritual enable an astrologer to cast horoscopes for larger groups.  Expending an additional  mental trait, and testing against 10 traits, the ritual lets a sorcerer read the portents for a corporate body, such as a coterie or a small business.  For three more traits, and testing against 12 traits, the reading produces a horoscope for a large institution such as a large, local business.  Finally, the most powerful version reveals clues to the future of an entire city.  To do this, the sorcerer must spend  four mental traits, and a temporary willpower, while testing against 14 traits.  City-wide events have so much momentum, and result from such broad causes however, the stars rarely give better information than a decent economist or political analyst.

These rituals also have variant forms that employ other deviational methods, such as reading entrails, dream interpretation or geomancy.

Bind the Accusing Tongue [TT: CG, pg. 109]

Bind the accusing tongue lays a compulsion upon the target preventing her from speaking ill of the caster, allowing the thaumaturge to commit literally unspeakable acts without fear of reprisal.

The caster must have a picture or image of the target, a lock of her hair and a black silken cord. The caster ties the cord around the hair while chanting. Any time the target wants to speak ill of the caster, she must defeat the caster in a mental challenge (Occult retests on both sides are applicable).

Bind the Heavens (DAK) [BS: tTC, pg. 48]

This curse inflicts a month of drought upon an enemy's land.  The sorcerer paints a donkey's skull in gaudy colors, wedges papers bearing vituperative curses and the victim's name between its teeth, and throws it down a well--preferably the well of the victim.  This offends the spirits of the land and water, who respond by steering the rain away from the victim's land.

This ritual lasts for one month.  If countered by Path of Weather control, the two magi test against one another directly.

Bull of Heaven (DAK) [BS: tTC, pg. 48]

The goddess Inanna (also known as Ishtar) once sent an enchanted bull to kill the hero Gilgamesh.  To grant the bull supernatural power, she bathed it in precious oils and coupled with it.   A sorcerer can similarly enchant any animal (not just bulls), although instead of sex he bites the animal while feeding it some of his

own vitae.  The animal not only gains a ghoul's strength (Potence x1), the magician gains a psychic link to the animal for the rest of the night.

The animal becomes a normal ghoul, with one dot of Potence, and one dot of another physical discipline (either Celerity or Fortitude).  For the rest of the night, the magician can use the animal's senses and direct its actions whenever she wants.  This ritual's controlling effect resembles the Animalism power of Subsume the Spirit, but has much less power.

Burning Blade [TT: CG, pg. 110]

Burning Blade allows a thaumaturge 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 during the ritual – with the weapon if it is edged, otherwise with a sharp stone. This inflicts a single health level of lethal damage which cannot be soaked but may be healed normally. The player 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 few successful attacks, one per temporary mental trait spent during the casting, up to a maximum of three. Multiple castings of Burning Blade cannot be “stacked” for longer durations. Furthermore, 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.

Coerce the Profane [PGttLC, pg. 183]

For all their infernal power, those of a demonic bent encounter a myriad of problems concealing their true nature from the world.  Demons are cunning, however.  Some skilled in the arts of deception can lurk among humans in large towns, or fool even the most skittish of animals into thinking they are nothing but another mortal.

Knowing this, the sorcerer Al-Ashrad and his disciples worked furiously to counteract these infernal disguises. This ritual was the result.  To perform it, a triad of sorcerers works the ritual outside of a holy symbol drawn with the soil of the target location.  The effort takes roughly four hours and leaves the sorcerers exhausted, but its effects begin immediately.Any creatures who serve the Adversary have their true nature exposed to the world around them. The scent of Hell surrounds them causing all manner of abominations to occur, such as the rapid curdling of cream, horses birthing dead foals with no eyes, a rain of blood and camphor, standing water catching fire, large beetles boiling out from the center of freshly baked bread, and any other such terrifying effects.

Assamites often use this ritual to locate profane creatures among groups of mortals, but they must take care to prevent large scale rioting and death, and so prefer not to perform it in densely populated areas. Often exposing the demon to the mortals it walks among is enough to drive it off, for any who directly witness its true nature always recognize it in any future form.Three sorcerers perform this ritual together; each player spends one blood point and makes the ritual challenge, with occult retest.  The sorcerers may spend up to five mental traits a piece to enact the ritual, and this will equal the number of nights the ritual is in effect for. The ritual’s effect extends from the point of the soil’s collection for 100 yards per mental trait and affects any applicable target within the radius.  The aura of profanity grows stronger as one approaches the demonic agent, and any animal or person in its immediate presence knows it for exactly what it is. The ritual affects any being touched by the Adversary using sorcerous or demonic means to disguise its true nature. This does not necessarily include Baali vampires, although if a Baali uses Obfuscate or another supernatural power to hide or disguise itself, this ritual affects him.

Dowse the Earth's Blood [PGttLC, pg. 180]

Water supports life, whether in the deepest deserts or humid forests. The Children of Haqim know that to find people, one should first look to where those people drink. Sorcerers performing this ritual listen to the sounds of the earth to locate the nearest renewable fresh water source accessible to the caster. The more skilled can determine impurities in the water, and even trace the impurities to their source. Knowing the source of impurities generally allows the sorcerer to find fresher water before the point of its contamination.

This ritual sees great use in desert areas in the middle east, but not much use in modern nights.   However, it could point an Assamite in the direction of those things that would poison the water supply of a diocese or domain.

The sorcerer disrobes and meditates upon bare earth; the player tests normally. Use of additional mental traits will garner more information on the water.  One trait will give direction and distance.  Two will garner knowledge of impurities.  Three will show the source of the impurity.

Directing Ahriman’s Lance (A) [BM: SoT, pg. 125]

The sorcerer takes an accurate image of the target or a personal possession of theirs and swallows it. He waits an hour and then cuts it out of his belly. Until the next sunrise, any Assamite in possession of the image or object improves her chances of killing the target. The possessor of the ritualized item is two traits up on all non-combat challenges bringing them closer to killing the target (ST discretion).

Earth's Blood Cry (DAK) [BS: tTC, pg. 48]

Middle Eastern tradition holds that a murdered man's blood cries out from the earth demanding vengeance, as Abel's blood cried out against Caine.  A sorcerer can mold a tablet of clay and a murder victim's blood, and enchant it to scream when the murderer touches it.

The magician needs at least one blood point's worth of the murder victim's blood, collected after death (it's no good having someone store a pint as a hedge against the possibility of murder).   Once crafted, the magic tablet retains its enchantment for one month, or until the murderer touches it.  The tablet cries out only once.

Enchant Talisman [TT: CG, pg. 113]

Enchant Talisman allows the Sorcerer to enchant a personal magical item to act as a focus. Many such talismans are covered with magical writing and runes (like every ward the caster knows). The object must be rigid and about a yard in length (swords and walking staffs are the most common, but some may enchant shotguns, pool cues or other more exotic objects).

This ritual takes 6 hours per night for a complete lunar cycle, beginning and ending with a new moon. The caster enters one extended challenge per week. The challenge is 10 static mental challenges against 16 traits. The caster must win or tie (be sure to compare traits on a tie on the RPS) 20 times over the course of the 4 sets of challenges. Failure means the effort has been wasted, and the thaumaturge must start over. If successful, the caster now has a potent weapon and tool with the following benefits (as long as the Talisman is in the hands of the caster):

1. The caster is considered 1 trait up on any Magical attack made against her. 2. The caster is considered 2 traits up on any challenge with her Primary Path. 3. The caster is considered 1 trait up when casting her rituals. 4. If the item is used as a weapon, it has no negative traits.

If another person ever takes this item, being that it is inscribed with the true name of its creator (and if you are a product of western society, your birth name IS your true name), they are considered three traits up in any Magical attack against you. You always have an innate mental connection with your talisman, and you can track it if moving at a normal walking pace. You can always tell general direction and distance. You know if it is destroyed. You can only have One Talisman in existence at a time.

Exorcise Fever (DAK) [BS: tTC, pg. 47]

This ritual exorcises the spirit of fever from a sick person, thus curing the disease.   It only works against diseases causing fever.  Sorcerers have other rituals for other common sorts of Middle Eastern diseases.  The old forms of this ritual, appealing exclusively to ancient gods, no longer work.  The sorcerer uses the old incantations, but must back them up with a minor holy relic from an Abrahamic faith.

A simple test will cure comparatively minor mild-fever causing diseases such as a common influenza.  More lethal and tenacious diseases such as scarlet fever or typhoid may demand higher difficulties to exorcise.  Retests for this ritual come from the Theology Ability.

Expel the Dark Humors [PGttLC, pg. 183]

Worse than the infernal creatures wearing the illusion of mortal form are those who clothe themselves in the flesh of a human being. The most powerful and guarded of Assamite rituals serves to force the foul creatures from human bodies. Though the theological specifics are still debated by the Amr and his closest circle of advisers, the ritual emphasizes the potential for divinity that exists in all mortals. The effect scalds the demon with purity and forcefully ejects it from the mortal body, trapping its seared form in the world shortly thereafter.

Although the ritual is dangerous for the target, skilled sorcerers have the capability to drive the demon out through an existing cavity rather than forcing it to tear open its own egress.The sorcerer must attempt the hour long ritual in the presence of the target. Sorcerers who take one full week of preparation can reduce their target number for the challenge difficulty by one. The player challenges normally against the mental traits of the infernal, and if successful, the target of the ritual immediately suffers an equal amount of lethal damage totaling the difference between the sorcerer's and the target's mental traits (this damage may be soaked if the target is capable of doing so).  For example, if the sorcerer has 12 mental traits, and the target 10, the target takes 2 lethal damage.  The demon manifests as it is ousted from the target’s body, and suffers one level of unsoakable aggravated damage equaling what the possessed took. It is incapable of departing the mortal world through magical means for one hour per level of damage, and it is immediately aware of this. If the target possesses equal to, or more mental traits than the sorcerer, the ritual does not cause damage to the target, but if the demon was not previously aware of the attempt it immediately recognizes the sorcerer’s potential to damage it. A failure of the ritual kills the target instantly   if mortal, and forces kindred into torpor.  It does however, forces the demon out, but it suffers no harm and is not bound to remain in the mortal world.

Eye of the Translator [Libellus Sanguinis: 3, pg. 70]

The sorcerer cuts himself above the left eye and allows three droplets of blood to spill upon the page he is trying to translate. They then meditate for 10 minutes while the blood soaks into the writing and disappears. He then engages in a static mental challenge, difficulty determined by the storyteller. If this ritual is successful he can translate the writing on the page so long as he does not leave it for more than 10 minutes. This ritual only lasts for the evening. It does not grant the user the ability to speak the language (though it may justify the caster the beginning to learning it).

Fingers Form the Hand [PGttLC, pg. 182] *This ritual is held exclusively by the remaining Loyalist Sorcerers ONLY.*

With Fingers Form the Hand, the Assamites more powerful sorcerers can extend their grasp into the day itself. This elaborate, six-hour ritual reaches its climax when the sorcerer converts a portion of his own blood to a thick, noxious sludge, which is immediately expelled from his body. Those who feed upon the brackish blood before the next sunrise enter a fugue state, subsuming their will to the sorcerer. The sorcerer’s influence begins when he enters his nightly slumber, when his mind slips into the “fingers.”

The group operates as a cohesive whole, following the spirit rather than the letter of the sorcerer’s instructions. While incapable of following commands that counteract self-preservation, such as “kill yourself,” they will respond to instructions such as “attack those five guardsmen” without hesitation. Although capable of automatic actions such as self-defense or regaining their balance, they are otherwise entirely beholden to the sorcerer’s mental commands until the next sunset, when the ritual ends. No known sorcery is capable of breaking the mortals from the ritual’s grasp other than the setting of the sun.

The player makes a ritual challenge as normal, but spends additional blood (which can be spent over time). Each additional blood point (up to five) as well as temporary willpower (also up to five, must match the number of blood spent) indicates the conversion of a blood point to the noxious vitae, which the sorcerer must immediately expel or suffer an automatic level of bashing damage once per minute. Any ghouls may participate, whether human or animal, including those not bound to the sorcerer. The blood’s fundamentally altered nature does not count toward creating or maintaining a blood oath.

The “fingers” suffer no wound penalties for the duration of the ritual and do not possess their own initiative, instead acting simultaneously under the sorcerer’s trait cap for 'when' they would act. These characters must remain within the general vicinity of one another at all times, generally within 100 yards of at least one other servant, or the ritual immediately ends. Should any servant fall unconscious during the ritual he is removed from its control, even if he should reawaken before sunset. The death of a servant under the influence of the ritual causes the sorcerer to immediately suffer a point of unsoakable aggravated damage (Fortitude will not soak this damage).

The sorcerer possesses a limited capacity to use Disciplines while under the effects of the ritual: specifically Celerity and the first two levels of Auspex. Celerity allows the sorcerer to spread extra actions among the servants, causing one level of bashing to the servant for each extra action undertaken.

For example, a sorcerer directing three “fingers” with Celerity ranked at 3 could choose to provide one finger with an alacrity action, an extra action, and 'the bomb'; one finger with two levels of celerity and a second with one, or all three fingers with an alacrity action apiece, but each extra action would force bashing damage. Any attempts to affect the minds of the servants through mystical powers such as sorcery or Disciplines instead target the sorcerer and suffer a +2 trait difficulty.

Should the player fail the ritual challenge, any who drink the altered vitae suffer one level of aggravated damage per blood point. Any mortals who imbibe this polluted concoction become violently ill until they can expel the contaminated vitae. They also suffer a -1 penalty to all physical actions except for soak until their next eight full hours of uninterrupted rest.

From Marduk's Throat (A) [BM: SoT, pg. 126] *this ritual is usable by Coordinator controlled NPCs ONLY!*

The sorcerer creates an alchemical substitute for vampiric blood, allowing the drinker of sufficient quantities to decrease her generation.  The process converts mercury, molten gold, a range of plant and animal proteins, and other exotic ingredients into vitae.

Each ritual, which takes eight hours, produces one-fourth of a blood point.  To decrease her generation, an Assamite must consume a number of points of this alchemical blood equal to the maximum blood point value of a vampire of the desired generation (See the chart in LotN:R p. 95).  The consumer of the blood need not be the sorcerer who prepared the concoction.  All of the blood for a given change in generation must be made by the same sorcerer, in the same laboratory.  No more than one week may pass between one use of this ritual and the next for a single drop in generation, or all of the existing vitae-elixir spoils.

When the full amount of blood is at hand, the Assamite tries to assimilate the blood into her body (this is not part of a ritual).  She makes a mental challenge against the difficulty of the amount of blood points consumed, which equals the blood pool maximum of the desired generation.  A loss of this chop (retest is self-control), means the potion is wasted, and the imbiber takes six points of lethal damage, which is not soakable by Fortitude.  Assimilation is so painful and distracting that any attacks made against the imbiber comes at a 'surprise' action.

A drinker may only gain one generation per potion drunk.

Due to the potential for gross abuse, this ritual is Coordinator controlled NPC ritual ONLY.

Ghost in the System [BM: SoT, pg. 97]

Modern false identities can be created with this ritual. The identity is created with great detail, Citizenship, driver’s license, Social Security Number, etc.

The caster must make 7 challenges (they must be won), one for each night this ritual takes to complete (IE one week). If she fails 4 or more of the challenges the ritual is a complete failure and a certain government agency might start looking into the changes. If all of the challenges are not won there is an extended delay in the creation of the new identity. The amount of time is up to the ST. While in this ‘problem’ time the Kindred will have as much of a hard time completing mortal activities as an ST wishes. This ritual is powerful with real negative drawbacks if failed.

Gift, the (A) [MET Journal # 1 pg. 45] *this ritual is usable by Coordinator controlled NPCs ONLY!*

This ritual allows the thaumaturge to transfer his disciplines to another, through a laying on of hands.  The exact Disciplines and number are up to the thaumaturge the ritual was often used as a form of reward for service.

The ritual requires 15 minutes of contact per discipline transferred.  The player must succeed in a Mental Challenge versus 12 traits.  If she wins, the character transfers exactly the amount of the discipline she intended.  If she ties, the character transfers less than intended; if the player fails, the caster transfers more than intended.

The transfer of disciplines affects the donor and recipient in the following way: the donor looses Disciplines from the highest level down and the recipient gains disciplines from the lowest up.

Gift of Mithra’s Bull (A) [BM: SoT, pg. 125]

With this ritual, Sorcerer and subject must be connected by Touch the Earth or Pebble from the Mountain. The sorcerer places a small, sharp blade inside a wine skin, then withdraws it and passes it to the target (via Touch the Earth). The subject cuts an incision in his or her chest. Blood bubbles out of the incision but then vanishes, reappearing in the wine skin. Through this method, the target may pay the sorcerer in vitae for his or her services.

Glossolalic Fervor [PGttLC, pg 180]

The babbling of fools and madmen often seems unstructured and chaotic, but those who know how to read the patterns of insanity understand the logic of the spirits that lies beneath. With this ritual the sorcerer may divine a universal truth about a particular topic using another person as a vessel. The caster places a focus (see below) upon the tongue before performing the ritual on a physically restrained yet willing subject. The subject enters convulsions as the spirits fill his being. He shouts strings of random syllables the sorcerer can interpret as truths about the subject.

The ritual converts one blood point from the sorcerer into a poisonous, vibrant concoction that works its way through the target’s body.  The sorcerer spends one to five mental traits, each of which forces a phrase from the subject that only the sorcerer can understand, providing information the sorcerer does not know and could not easily observe. The divination is limited to present or past events, as the spirits conveying the knowledge are unaware of what the future may hold. For example, the sorcerer might learn a rival’s favored weapon is weak at the hilt, or a courier message is running three hours late due to poor weather and a understaffed office, but not that an engine block will seize up in three nights. The sorcerer has no control over what secrets the spirits share; they are left to the Storyteller’s discretion.

At the ritual’s end, the medium through which the spirits speak must soak seven levels of bashing damage, minus the sorcerer’s rank in the Sorcerer's primary path.  The ritual works best with mortal mediums, but a ghoul may fulfill the role, but the sorcerer must spend an additional mental trait for it to work.  For this ritual to work on a Vampire medium, two additional mental traits must be spent, and the vampire who it is used upon will feel profoundly unnerved by the experience for the following lunar month (as per the Dementation power, 'the Haunting').The focus must be physically associated with the subject of the divination, from a shaving of material from an object, to a piece of hair from a person. The Storyteller ultimately deems what kinds of focus will work. Sorcerers who perform this ritual more than once per lunar month must spent an additional mental trait per attempt as more spirits begin to trail the sorcerer, fighting with one another for their chance to break through the pale.  The appropriate retest for this ritual is Astrology.

Horoscope (DAK) [BS: tTC, pg 47]

By inspecting the positions of the stars and planets at a person's birth (or Embrace), the sorcerer can obtain simple information about that person.

A sorcerer tests against a target's mental traits, and may only do this once per game session.  Success will garner one fact about the target, such as Nature, great aptitudes (any trait rated three or higher) or (in the most general sense) tragedies of their past.  A Horoscope provides no specific details about a person's history or goals, but can suggest routes for mundane investigation.

The appropriate ability retest for this ritual is Astrology.

Incantation of the Shepherd [TT: CG, pg. 110]

This 15 Minute Ritual allows the user to locate, in approximate Direction and Distance, all members of the Caster's Herd. To properly cast this ritual, the Thaumaturge, intoning the names of her Herd, must hold two small glass objects to her eyes and spin in a slow circle. If the Caster does not have the Herd Background, she will detect the closest three mortals from whom she has fed at least three times. This Ritual has a Maximum range of 10 times the Caster's Herd Background, or 5 miles if she does not have any Herd Background.

Kafir’s Bane (A) [Sins of the Blood, pg. 102]

Through this ritual the sorcerer, or willing target partakes of kalif smoke or blood. After this ritual has been performed, if the individual is confronted by a situation that could result in frenzy they are considered to be one Trait up on resolution of Self Control/Instinct and Courage Virtues tests due to the Beast being partially subdued and more under their control. While under the affects of this ritual however the individual suffers the Negative Trait Oblivious x1. The effects of this ritual wear off at sunrise.

Jacob's Kiss (DAK) [BS: tTC, pg. 50] *this ritual is usable by Coordinator controlled NPCs ONLY!*

An old Middle Eastern legend says that one can capture a dying person's soul in his last breath and take on his power and knowledge; that's why Jacob kissed his dying father Isaac.  With suitable preparation of trance and prayer a sorcerer can perform this feat.  Of course, the easiest way to be on hand when a person dies is to killer her yourself.

The sorcerer can maintain the special trance state for up to an hour, but no longer, and must kiss the target exactly on his last breath.  If the ritual succeeds, the sorcerer captures and eats the target's soul.  Jacob's Kiss works only upon victims who breathe, so a sorcerer cannot consume the soul of a just-destroyed vampire.

The sorcerer gains a reserve of 'spare' Willpower points, equal in number to the target's Willpower Trait.   Any Willpower expenditure comes from this pool, as long as it lasts; these points never recover.   The sorcerer also gains five of the target's Abilities, abilities the sorcerer did not previously possess, for as long as the pool of stolen Willpower lasts.

Kiss of the Asp (DAK) (AT) [Caine's Chosen, pg. 79]

This ritual allows the Assamite to commit suicide if necessary to avoid capture (and to prevent closet teachers for Sorcery, Quietus, and Assamite lore 5).

The sorcerer may cast this ritual upon himself or another. He does so by soaking the recipient’s weapon in a mixture of their own blood, the venom of a scorpion, and ashes of nightshade. The sorcerer then uses the weapon to trace the symbol of death over the recipient’s heart. Once cast the recipient of this ritual may at any time immediately destroy himself, this is not considered diablerie and he does not become a wraith. So long as the recipient of the ritual is conscious and willing, (no coercion of any kind) he may activate this effect. Once cast this ritual is active until used.  This ritual is activated by a conscious, willing self-act of the person it is cast upon, will quickly and painlessly end the Kindred's unlife, leaving only ash.  This ritual is well known to the Black Hand of the Sabbat, and used liberally amongst their numbers to prevent capture and interrogation.

Kudurru (DAK) [BS: tTC, pg 49]

The Babylonians used carved stone stelae called kudurru to mark boundaries and record land grants.  A sorcerer can enchant a set of kudurru to mark his domain.  The magic stones establish his claim over the domain, rendering all his activities a little bit easier.

The sorcerer needs to procure at least five matching stelae carved with symbols representing rulership and him.  He may crib images from any culture that suits him.  The sorcerer hides four kudurru along the boundaries of the territory he wants to claim, and hides the fifth within a church or temple of some sort within that domain.  The actual ritual costs a permanent Willpower point, and requires the use of at least three minor holy relics (such as a consecrated Host, kohanim blood and dust from an Imam's tomb).

A sorcerer suffers no difficulty penalties due to the environment when he attempts a task in his kudurru warded domain.  For instance, if he fought someone in an alley crowded with slimy refuse, his opponent might suffer from poor footing and a narrow space, but the sorcerer would not.   The sorcerer can establish this magical dominion over an area equal to several city blocks.

The kudurru warding lasts until someone finds and breaks one of the stones.

Kudurru wardings cannot overlap.  If a sorcerer tries to claim any territory already claimed by another sorcerer, the working fails.

Lilith's Vengeance (DAK) [BS: tTC, pg. 50]

One ancient and disputed legend among older Kindred and Cainite alike says Caine gained his first Disciplines through a covenant with the primal demon-queen Lilith--a covenant Caine then broke.  This ritual calls upon Lilith.  It reminds her of Caine's treachery and grants her permission, in the name of all the gods of law and magic, to strip a given Kindred of the power he inherited from Caine.

This ritual requires the use of five separate relics, which the magician consumes in the course of the ritual.   For instance, a sorcerer might swallow a consecrated Host, a leaf from a tree where Mohammad rested, blood from a kahane, and a small table of Kerbala clay stamped with the image of Marduk by an authentic Babylonian cylinder-seal.  Directing the power of Faith against oneself this way inflicts one health level of aggravated damage upon the sorcerer, unsoakable by Fortitude, whose player additionally spends a Willpower point and tests to resist Rotschreck.  The sorcerer must endure the torment however, to atone for Caine's crime and assume (albeit falsely) the power of the Almighty.  The sorcerer also requires a strong sympathetic link to the target vampire, such as her True Name, a bit of her hair, fingernails or vitae, or the horoscope charts of both her mortal birth and her embrace.

The sorcerer tests his mental traits against the targets permanent willpower total for each level of discipline he is attempting to take away from the target, of the sorcerer's choice.  If the sorcerer names a level of a Discipline the victim does not possess, the ritual test ends immediately.  A sorcerer can only curse a victim this way once at a time.  The sorcerer cannot curse the victim again until the first curse ends, which is at the end of a night.  The victim's removed discipline(s) return at sunrise.

Mark the Blood Oath [PGttLC, pg. 180]

Often the Assamites find themselves opposing Vampires who may have no personal involvement in the matter at hand, but who fight fang and claw to fulfill the wishes of a distant regent. With this ritual, Sorcerers can discover who truly opposes them, and opt to remedy the situation, if necessary.

The sorcerer expends 1-5 mental traits, each provides the sorcerer with a clear image of one 'master,' as the target last encountered them, with the first always displaying the vampire’s sire (if still among the unliving). “Masters” include vampires to whom the target has sworn an oath, or vampires of whose blood the target has partaken, this includes vinculum ratings. Obviously, any vampiric blood bonds over the target are revealed. In the case of vinculum ratings, it progresses from highest to lowest rating in the revealing.  The sorcerer must have a trait of the target's blood to perform the ritual, which takes roughly 15 minutes to complete.

Messenger of the Wind (A) [Libellus Sanguinis: 3, pg. 71]

Although the sorcerer need not be the one to actually write the message, the message must still be written upon clean linen with a pen made from the feather of an eagle. The sorcerer then rolls the message and ties it with a white silken cord. On the cord they write the recipient’s name in their (not the sorcerer’s) blood. They then must throw the message into the open sky where the wind carries it away. It will appear in the recipient’s hand at noon of the next day. This message cannot be further enchanted in anyway.

Pebble from the Mountain (A) [BM: SoT, pg. 125]

The sorcerer takes a stone from Mount Alamut and places it in his mouth, and meditates for an hour. They then soak the stone in their own blood, then in the blood of another Assamite. The stone is given to this Assamite while chanting an incantation naming the sorcerer and the subject as successors to Tiamat, Ahriman, and all the shiatans of Hell.

At any subsequent point, in which the participating Assamite places the stone in their mouth, after repeating the incantation, they can initiate a mystical link between them and the sorcerer is identical to the link described in the ritual, Touch the Earth.  Once this ritual has been activated by the subject, the sorcerer hears the name of the Assamite whispered in their ear.

The Assamite participant is not actually performing sorcery, but is instead receiving the magical effects cast by the sorcerer at that same moment, provided the sorcerer chooses to, or is able to respond to their call –the stone itself merely acts as a conduit from which to channel said magic power. This ritual takes an hour and a half to perform and always works if the initial casting was successful.

Note: An Assamite may not have more Pebbles in play than half his perm willpower divided in half and rounded down.

While it is not required, it is suggested this ritual only be usable when both caster and recipient of the ritual are signed into the same game.

Portrait of Passion (DAK) [BS: tTC, pg. 48]

This ritual makes real the Middle Eastern tales of people who fall in love with a portrait and obsessively seek out the real person.  The sorcerer paints a portrait, mingling her own vitae and a small sample of the intended victim's blood or spittle in the paint.  If the ritual succeeds, when the victim sees the portrait he feels compelled to seek the person pictured, who for a while seems like the most important person in the world.

The sorcerer requires at least three dots in Crafts: Painting to perform this ritual.  The ritual requires a mental test against the mental traits of the target.

For each dot of Painting the sorcerer possesses, the victim will remain obsessed for a week with the subject of the portrait.  She spends every spare moment seeking the pictured person, and may neglect job, friends or family for this quest.  If she succeeds in her search, she spends as much time as possible with the person.  The attraction may take the form of love, friendship, admiration, or any other form that seems suitable.

The victim can resist the compulsion for a day by expending a temporary Willpower point.

The sorcerer has no control over what happens when the magical compulsion ends.  Both the victim and the pictured person may find the experience baffling or even revolting; then again, it may be the start of a great love affair.

Sometimes a cruel sorcerer paints an imaginary person.  Either the magic fails outright, or the victim actually finds a person who matches the portrait!  Sorcerers find this mysterious, but sometimes useful.

Rite of Marduk’s Slain and Risen (A) [BM: SoT, pg. 125]

The beneficiary of this ritual names a target he wishes to diablerize. If successful (which is known upon completion) the sire, brood mates, childer and all those blood bound to the victim of diablerie lose one blood and three temporary willpower traits. The diablerist gains all of this with excess going to the rituals caster (all other excess is lost). For every 10 minutes each of these individuals is in the presence of either the caster or the diablerist they lose a temporary willpower and suffer flashbacks of the victim’s demise.

Rite of Marduk Triumphant (A) [BM: SoT, pg. 125]

This ritual allows a Sorcerer to assert their authority over a lesser ranking clan member. The sorcerer ritually enacts the coronation of Marduk, donning mask and robe. Other Assamites, of weaker generation than the sorcerer, may participate in the ritual, thereby increasing its effects. The sorcerer may increase the penalty of any action taken by an Assamite by the number of participants (no greater than half the sorcerer’s total mental traits). This penalty comes in the form of trait reductions for ties and overbids. It is only applicable in any action, which threatens their life or position of the sorcerer. This ritual takes one hour to cast plus twenty minutes for each additional participant –these effects last 1 month.

Sanguine Assistant [TT: CG, pg. 111]

Sorcerers often need lab assistants they can trust implicitly. This ritual allows a sorcerer to create a temporary servant utterly loyal.

The caster spends 5 blood traits and makes a static test against 10 traits. The resulting servant is about a foot tall and roughly humanoid shape and is formed out of random objects in the room (but oddly enough it will never take anything you will be using). The servant will last for a number of days equal to the caster’s mental traits. The servant will follow the orders of the caster, and will take on the personality and mannerisms of the caster. When the ritual expires, it will return to the bowl it was summoned in, and fall apart. The caster may re-summon the same servant and it will retain its personality and memories.

Seeing with the Skies Eyes (A) [BM: SoT, pg. 126]

The sorcerer enters a trance state and concentrates on a subject individual. They must have on their person an accurate image of the target, or an object they once owned. They then see visions of the target, and in so doing learn of the target’s precise, current location, no matter where on earth they are.

Serenading the Kami [BM: SoT, pg. 91]

By binding spirits to their physical form the thaumaturge can gain a temporary boost in strength.

This ritual grants the caster 2 additional traits in their next physical action. This action could be as simple as digging a ditch or hitting someone. It takes 30 minutes to cast this ritual.

Shaft of the Belated Quiescence [TT: CG, pg. 112]

This ritual turns a regular stake of rowan wood into a particularly vicious weapon. When the tip touches kindred, it breaks off and burrows for the victim’s heart.

The stake must be of rowan wood, coated in three traits of the caster’s blood and baked over an oak wood fire. When the stake is used in combat, it acts normally as a weapon. If a successful strike hits, the tip of the stake breaks off and begins burrowing at the heart of the victim (even if you have misplaced heart). Every hour, the affected player must make a static physical challenge against the mental traits of the caster or take One Lethal damage. Once Five Lethal damage has been done in this fashion, the character is staked. Removing the tip via surgery requires the medicine ability. The surgeon enters an extended challenge against a number of traits equal to the creator of the stake’s mental traits. She must accumulate 5 successes to remove the tip. Each challenge made will do 1 point of lethal damage win, lose or tie. Healing the wounds closes the incisions and the surgeon must start over. If a stake enchanted with this ritual is used on someone that has her heart removed by Heart of Darkness (advanced Serpents), the stake will do normal combat damage on the initial hit, but the tip will not break off, and the ritual is not expended.

Sire Impotent, the (A) [Sins of the Blood, pg. 102]

It is unknown whether this ritual was developed as a punishment or as a warning to neonates Assamites. Regardless of its origin, this ritual temporarily renders a given Kindred’s vitae inert for the purposes or siring new vampires. Using this ritual requires the caster to partake of the kalif blood, not merely inhale the smoke. The targets of this ritual must either be a descendant of the sorcerer, or the sorcerer must have the fang or tongue of the subject and succeed in a Mental challenge against their intended target. If the sorcerer succeeds in the challenge, the subject is unable to sire childer for one month, or until the Final Death of the sorcerer, whichever comes first. Any potential childer drained of blood will simply die if the Kindred attempt to Embrace them. Whether the ritual succeeds or fails, the fang and tongue are destroyed in the process.

Splinter Servant [TT: CG, pg. 113]

Another ritual designed to enchant a stake, Splinter Servant is a progressive development of Shaft of Belated Quiescence, and the two rituals are mutually exclusive (They cannot be placed on the same stake). The stake itself becomes a minion bent on staking its target.

The stake must be made from a tree nourished by the dead (a tree from a graveyard would be a good choice) and wrapped in sheath made of nightshade twine and wax. When the binding is torn off, the splinter servant springs to life, ripping little legs out of itself, and attacking the person it is commanded too attack (by pointing it at the target as the sheath is ripped off).

The splinter servant has a number of Physical Traits equal to half the Mental Traits of the caster, melee equal to the caster’s occult rating and is immune to mental and social challenges. It has three health levels, and ignores wound penalties. It can move up to 30’ (9 paces) per turn. It will remain active and attacking until it stakes its victim, it is destroyed by damage, or 5 combat rounds have passed. It loses traits normally, and must succeed in the normal staking challenges. It is up three traits to avoid attacks due to small size.

Any damage increasing effects (Scorpion’s Touch, Wards, etc.) will ruin the ritual.

Summon Mischievous Spirit [TT: Sabbat (2nd ed), pg. 118]

The Vampire with this Ritual is able to summon a poltergeist. The poltergeist will cause a ruckus, messing with appliances, furniture, plumbing, electronic devices, and any other inanimate objects. The Spirit may cause almost any object to move around, but it will seldom directly harm a person. However, it will readily cause indirect injury, such as dropping a chair on someone’s head, or causing a knife to fly across the room. It is important to remember the Spirit doesn’t want to harm the victim; it just wants to annoy the hell out of him.

The effect of the spirit is up to ST discretion. The length of time the spirit stays is based on a simple challenge thrown and repeated until a loss occurs. The amount of success, are the number of hours the spirit will stay.

Tamimah (DAK) [BS: tTC, pg. 47] *this ritual is approved only for the Antitribu and Loyalist Sorcerers*

Tamimah is an Arabic word for an amulet or talisman.  To sorcerers, it refers to a specific kind of amulet they can make.  A Tamimah carries a vampiric discipline.  Any vampire or ghoul wearing the Tamimah has the Discipline.  To craft a Tamimah however, the sorcerer must successfully diablerize a vampire who knows the Discipline to the desired level.  The Assamites once created many Tamimah, but they could not do this for centuries due to the Tremere curse.  Now they can make Tamimah again, they find the art almost lost amongst their clan.  Needless to say, this hasn't affected the few antitribu sorcerers, or any of the sorcerers on the Mountain.  Tamimah is next to unknown by the Schismatics, but it used liberally by the Unconquered and Loyalists.

A sorcerer can enchant a Tamimah to carry any discipline, but not paths of Thaumaturgy (whether Hermetic, or any other form of sorcery).  A Tamimah can carry two fewer dots of a Discipline than the sorcerer's sorcery mastery.  For instance, a character with a primary path rating of 4 could enchant Tamimah carrying two dots of a single discipline.

Tamimah are not cumulative with a character's existing Trait rating in a Discipline.  If a vampire who had Dominate 2 wore a Tamimah with Dominate 3, she would gain Dominate 3, not Dominate 5.

This ritual does not work on combination disciplines that have prerequisite disciplines of a third level (first intermediate) as part of their makeup.

A sorcerer who successfully or unsuccessfully attempts to enchant a Tamimah does not gain any of the normal benefits from the diablerie, including generation and experience points.  All the vampiric unlife-force goes into the Tamimah.

Touch the Earth (A) [BM: SoT, pg. 124] 

This ritual allows the sorcerer to contact another Assamite for the purpose of aiding them with further magical effects.

Long in advance of the ritual, the Sorcerer takes a stylus and writes, in ancient Mesopotamian script, on a small, still-wet, clay tablet, the name of an Assamite of weaker generation than they are. Once hardened, the tablet is placed in an acid to weaken it again.

When the sorcerer chooses to begin the ritual, they expend a temp willpower (that cannot be gained back for a long as the ritual is being used) then use chalk or paint to draw on the tiled floor of his ceremonial chamber the stylized image of an eye, with white, pupil and iris. The eye must be big enough so a cat, dog or rodent can

be placed inside it. Using a mortar and pestle, the sorcerer reduces the tablet to powder. They then mix it into food, which is placed in front of the animal. When the animal has ingested the food, the sorcerer cuts its throat with a knife and waits until the pool of spilled blood has expanded in at least four places past the line denoting the white of the eye.

When the sorcerer speaks into the animal’s ear, the Assamite whose name was written on the tablet hears the sorcerer’s voice. When the sorcerer listens at the animal’s mouth, they can hear their target’s voice. The Sorcerer may also pass to the target any object small enough to fit in the palm of their hand. This works no matter how much distance separates the sorcerer and target. Once the mystical bond between sorcerer and target is established, the sorcerer may then proceed to use any of their paths of magic to benefit the target. The sorcery path used must be magic that only affects the 'caster'. This is not a usage of the discipline by the beneficiary, and so they do not directly gain the use of the discipline. For example: The sorcerer may use Hunter’s Wind: Skin of the Chameleon, to aid their clan mate in infiltrating a haven. However, they would not be allowed to grant Lure of Flames: Flame Bolt, as the power does not affect the Assamite recipient it affects their opponent. Further, the sorcerer may perform any ritual they have learned, upon their chosen target, with the same criteria for mystical affect as long as it's a benefit to the target. 

The sorcerer may only affect a single other vampire under normal circumstances. 

While it is not required, it is suggested this ritual only be usable when both caster and recipient of the ritual are signed into the same game.

True Sight [Diablerie Britain, pg. 9] This ritual heightens a vampire's senses to a major degree, turning a vampire into a supreme investigator, even an undead polygraph. It is often used by Justicars to catch Diabolists. Once the short ritual is performed (requiring about five minutes), the vampire's senses become amazingly enhanced, allowing her to hear the slightest quaver in a person's voice, see the minute twitching of a liar's mouth, or notice how a liar's eyes blink too much.

The ritual has two effects:

* First, the Sorcerer has extra investigation ability and five extra mental traits, for the duration of the ritual, for the purposes of any Auspex challenges they initiate. These traits may not be bid, but are added to the caster's total for purposes of comparison or overbid. They do not aid in Auspex challenges initiated against the caster.

* Second, the Sorcerer may make a mental challenge against a target who is speaking, using Investigation as a retest, subject to the benefits above. If that subject, who may retest with subterfuge, is lying or being deceptive, a successful challenge results in the Sorcerer detecting the lie. Note this power is not Auspex. The Sorcerer is not perceiving an aura, or delving into the subject's mind. True Sight allows the Sorcerer to visually detect only deliberate, willful lies. If the other party believes she is telling the truth, then what she says will appear to be true. The ritual helps the Sorcerer detect the state of nervousness, not whether the truth was spoken.

To indicate this ritual is in effect, the player should get a card denoting the extra traits and the time cast from a storyteller. This ritual takes five minutes to cast and lasts one hour.

Turn Back the Skies (DAK) [BS: tTC, pg. 50] *this ritual is usable by Coordinator controlled NPCs ONLY!*

The constellations symbolized within the bull-slaying scene in a Mithraic temple all seem to connect to the precession of the equinoxes--specifically, the transition from the Age of Taurus to the Age of Aries.   A few powerful sorcerers can use the Mithraic mysteries to send a soul back in time, from the Age of Pisces to the

twilight of the Age of Aries.  This requires the sacrifice of a ram in an authentic Mithraic temple, and an armillary sphere (a device depicts the constellations and the zodiac, celestial equator and other map-lines of the heavens).  These sorcerers send minions back in time to seek long-lost secrets.  Each use of the ritual can send several people back in time--a whole coterie of characters in fact.

The sorcerer spends a permanent Willpower while the ram's blood falls onto the subjects, and then turns the armillary sphere from the current heavenly configuration to the sky of the desired time.  The souls of the subjects flash back in time and possess the bodies of mortals undergoing Mithraic initiation in the temple.   Mithraism flourished from 68 B.C. to early in the 5th century A.D., so a sorcerer can send people to any time in that span.  Those sorcerers who continued to practice the Mithraic mysteries after the decline of the mortal faith may provide limited access to other times, at the storyteller's option.  The time travelers spend one lunar month in their stolen bodies before automatically returning to their own time.  If a time traveler dies in his borrowed flesh, his soul never returns.

Time travelers have no supernatural powers (they are mortal now, after all), but retain all their Abilities.   A time traveler can also call upon one dot of any Abilities the possessed person had that he does not (This incidentally lets the interloper speak the possessed person's language).

Any sorcerer who knows this spell warns time travelers to avoid changing history.  Causality can adjust to a few knocks, but murdering famous historical figures or teaching the Maccabees how to make gunpowder destroys the foolish character, and before such a thing can be enacted.  If a time traveler deliberately tries to cause such a drastic change to history, the character's soul instantly snaps back to his body, which then explodes and burns to ash (no soaking of Fortitude available--this fire starts at the soul and works its way outward).

Needless to say, this Ritual should never be enacted in OWbN.  Any NPC who could possibly use this is in the purview of the Assamite Coordinator, and there is no good reason for it ever to be cast on a PC.

Vires Acquirit Eundo [BM: SoT, pg. 98]

This ritual when cast in tandem with another ritual can increase some effects of that ritual

The affects extended are completely up to the ST. The player can suggest possibilities as to what affects are changed, but the ST has the final say so. It is suggested the player carry an index card signed by an ST saying the change is legit. It is strongly advised ST's use common sense before approving some extended requests for this ritual.

Warding Baptism (DAK) [BS: tTC, pg. 47]

Based on an Iranian rite to protect children from disease, this ritual involves baptizing a subject with blood and water, poured from a metal bowl with 40 keys attached.  For the rest of the night, the subject receives a free magical retest against an entire path of magic, as well as three bonus traits with which to test against magic from the designated path.

The sorcerer does not have to use their own blood; animal blood will do.  The ritual protects only against path magic that directly affects the subject.  For instance, it would not protect against the Lure of Flames because the magical fire targets a place, not the person who occupies that place.  A person cannot receive more than one Warding Baptism at a time.

Warding Circle vs. X [TT: CG, pg. 111]

Created as a protective ward, it creates a circle of protection against many different creature types. Each creature type is a separate ritual.

These rituals require three traits of blood of the appropriate creature type (handful of sea salt for spirits, ground marble from a tombstone for ghosts, holy water for demons or cold-iron filings for Fae). The caster determines the size of the warding circle in the following manner. It starts at a base of 10’ radius (20’ diameter). The caster may spend one mental trait and one-blood trait to increase the radius by 10’. Any appropriate creature approaching the circle will feel the power of the circle. In order to cross the ward, she must win a static test against the mental traits of the caster, bidding her current number of willpower traits (no traits are risked by either side). If she fails, she takes three Lethal damage and is denied entry. If she wins the challenge she may cross and still takes the three Lethal damage. Attempts to leave the circle are not blocked. Wards can be laid inside of each other, but must have at least 20’ diameter smaller than the one they are inside of whether they are different types.

PC Created Sorcery Rituals:

The rituals listed below will not be found in any White Wolf publication. Players of OWbN have created these rituals. They are included here for Players and Storytellers to appreciate the devotion these players have had to their characters and the Assamite genre. These rituals may be included in your game only with Storyteller permission –and in some cases, with Assamite Coordinator permission as well (please take note of the rarity restrictions for PC created sorcery rituals).

Blood of the Chameleon (A) [PC Created]

This is purely an Assamite ritual created by the character Isaac al-Rahim, this character was a PC and it is unlikely he would have taught it unless the elders of the clan ordered it. This character is now an NPC controlled by Bay of Blood: Baltimore Under Siege. The ritual allows the caster to modify his blood for the purposes of Thaumaturgy path of blood: Taste of Vitae. This ritual requires a live chameleon drowned in the blood of a vampire of a given clan (or caitiff). To cast this ritual, you must imbibe a trait of blood from a given clan after a chameleon has been drowned in it. Upon successfully casting the ritual, any thaumaturgical means to determine clan of origin will imply the caster to be of the same clan as the blood consumed for the casting. The caster however takes on the clan weakness (if applicable) of the clan impersonated.

Haven’s Passage (A) [PC Created]

First, the Sorcerer needs a stone, rock, or pebble from the excavation site or other original interior space of a building or other structure. Then while pouring vitae over the stone, the Sorcerer performs the ritual. Once completed, the donor of the vitae may hold the stone and speak the words, "Guide me spirits of earth and air, and give me your conveyance," in any language while facing an exterior of the wall of the space the bearer wishes to enter. The bearer may then begin moving forward at which point he become incorporeal and can pass through exterior walls. The bearer becomes corporeal again when he stops moving or reaches a second exterior wall.

OWBN Assamite Sorcery - Genre Rituals:

The rituals listed below will not be found in any White Wolf publication. We have implemented these rituals in order to more accurately represent Assamite genre in a MET setting. These rituals may be included in your game only with Storyteller permission –and in some cases, with Assamite Coordinator permission as well.

Accessing the Truth (A) [Advanced] (Spirit Manipulation & Technomancy required)

This ritual is required in order for a sorcerer to gain access to the contents contained with in the Schismatic Assamite’s CD archive. Any attempts to access the information contained in these archives without first performing this ritual will result in an immediate, if not deadly encounter with Nar-Sheptha, the enigmatic entity that willingly serves as a guardian for this portable Great Library. This ritual is only taught to sorcerers who have attained the rank of Full Master (Rank: 5). Sorcerers of this rank have shown extreme dedication towards achieving greater understanding of the universe, and as a result, a healthy respect for the perils that many have faced in hopes of gaining greater knowledge to share with the rest of the caste –they understand fully the importance of this great library to their fellow Schismatic brothers and sisters. Note: Nar-Sheptha is WW NPC that is spiritually networked and bound to any and all copies of the Schismatic Assamite’s Great Library, and as such under direct control of the Assamite Coordinator –in short accessing the data (e.g. instruction on paths, rituals, lores, etc.) will require Assamite Coordinator contact. In character this guardian/library is a disquieting blend of high technology and ancient sorcery with adaptation of privacy rituals to ensure that any attempts to copy the data fails: A straight data copy crashes hard drives and burns out processors, while more indirect attempts like taking notes from the monitor meet with other equally expensive mechanical failure. No other means of accessing the data contained within these libraries beyond use of this ritual is known. If any non-Assamite hand touches the disks or attempts to access their contents, something described as a vaguely humanoid whirlwind of blood droplets manifests. (See WW NPC – Nar-Sheptha: Assamite Clanbook, revised, pg. 72, 99-100)

Awaken Kalif (A) [Basic]

Kalif derives from leaves and resins of a plant grown through sorcerous means; its consciousness-altering properties make its mundane cousin, the cannabis plant, seem tame by comparison. Through the use of this ritual the sorcerer mystically infuses the roots of the cannabis plant by saturating the soil at the base plant in their own vitae. This costs the sorcerer one Trait of Blood per plant they seek to imbue. The sorcerer then calls upon the goddess Ashnan to honor the covenants between her and the Assamites, by requesting her to awaken the kalif. The sorcerer must win a Static Mental challenge against a difficulty of 6 in order to successfully perform this ritual.  Note: See the Methods of Trance section of this packet for description of the effects of kalif upon an individual.

Words of Undoing (A) [Intermediate]

This ritual allows the Assamite to commit suicide if necessary to avoid capture (and to prevent closet teachers for Sorcery, Quietus, and Assamite lore 5). System: The sorcerer may cast this ritual upon himself or another. He does so by soaking the recipient’s weapon in a mixture of their own blood, the venom of a scorpion, and ashes of nightshade. The sorcerer then uses the weapon to trace the symbol of death over the recipient’s heart. Once cast the recipient of this ritual may at any time immediately destroy himself, this is not considered diablerie and he does not become a wraith. So long as the recipient of the ritual is conscious and willing, (no coercion of any kind) he may activate this effect. Once cast this ritual is active until used.

Appendix – Alphabetized Listing

Assamite Sorcery Paths:  * =Primary path option, **= Dur an Ki, (A) =Assamite Only

Path Name: Rarity/Rank MET rules reference Alchemy 2 MET: StG, pg. 47 Awakening of the Steel (A) 4 Assamite: CB (revised), pg. 74 Covenant of Nergal ** 5 BS: tTC, pg. 43Elemental Mastery* 1 MET: CG, pg. 77 Evil Eye, the ** 4 BS: tTC, pg. 44Focused Mind, the 3 MET: StG, pg. 50 Green Path, the 2 MET: CG, pg. 78 Hands of Destruction 2 LotN (revised), pg. 183 Hearth Path, the 3 MET: StG, pg. 51 Hunter’s Winds, the* (A) 3 BM: SoT, pg. 123 Lure of Flames* 1 LotN (revised), pg. 178 Movement of the Mind* 1 LotN (revised), pg. 180 Music of the Spheres ** 3 BS: tTC, pg. 46Neptune’s Might* 2 MET: CG, pg. 81 Oneiromancy 3 MET: StG, pg. 54 Path of Blood 2 LotN (revised), pg. 177 Path of Blood’s Curse 4 MET: StG, pg. 56 Path of Blood Nectar ** 5 BS: tTC, pg. 62Path of Conjuring 2 LotN (revised), pg. 182 Path of Curses 4 MET: StG, pg. 58 Path of Duat ** 4 BS: tTC, pg. 26Path of Father’s Vengeance 3 MET: SG, pg. 127 Path of Mars 3 MET: SG, pg. 125 Path of Technomancy 4 MET: CG, pg. 86 Spirit Manipulation* 1 MET: CG, pg. 89 Spirit Thaumaturgy 4 MET: LoE, pg. 74 Way of the Levinbolt 4 Tremere: CB (revised), pg. 51 Way of Warding 4 Dark Ages Companion Weather Control* 1 MET: CG, pg. 93 Whispers of the Heavens (A) 5 Libellus Sanguinis:3, pg. 68

Assamite Sorcery Rituals: (A) = Assamite Only, ** = Dur an Ki

Ritual Name: Rarity/Rank Level MET rules reference Accessing the Truth (A) 5 Advanced OWBN – Sorcery Packet Approach the Veil (A) 2 Intermediate BM: SoT, pg. 125 Apsu Portal ** 4 Advanced BS: tTC, pg. 50Astral Portent ** 5 Intermediate BS: tTC, pg. 47Awaken Kalif (A) 2 Intermediate OWBN – Sorcery Packet Binding the Beast 1 Intermediate MET: LoE, pg. 82 Bind the Accusing Tongue 2 Basic TT: CG, pg. 109 Bind the Heavens ** 2 Basic BS: tTC, pg. 48Bladed Hands 1 Intermediate MET: LoE, pg. 82 Blood Allergy 4 Intermediate MET: StG, pg. 69 Blood Call (A) 1 Basic MET: LoE, pg. 86 Blood Contract 4 Advanced LotN (revised), pg. 187

Blood of the Chameleon (A) 5 Intermediate OWBN – Sorcery Packet Blood of Peace (A) 1 Basic MET: LoE, pg. 86 Blood Rush              2 Basic MET: SG, pg. 130 Blood’s Cry for Vengeance (A) 4 Basic Libellus Sanguinis: 3, pg. 71 Blood Walk 2 Basic MET: LoE, pg. 80 Bone of Lies 1 Intermediate LotN (revised), pg. 186 Bottled Voice 4 Basic MET: LoE, pg. 90 Brand of the Paramour 2 Basic MET: StG, pg. 65 Bull of Heaven ** 3 Intermediate BS: tTC, pg. 48Burning Blade 3 Basic TT: CG, pg. 110 Calling the Restless Spirit 1 Basic MET: LoE, pg. 80 Cleansing of the Flesh 2 Intermediate MET: StG, pg. 69 Clinging of the Insect 2 Intermediate MET: SG, pg. 132 Communicate w/ Kindred Sire 1 Basic LotN (revised), pg. 185 Coerce the Profane 3 Intermediate PGttLC, pg. 183Craft Bloodstone 2 Basic MET: StG, pg. 65 Craft Dream Catcher (Oneiromancy) 3 Intermediate MET: StG, pg. 70 Curse Belated, the 3 Intermediate MET: StG, pg. 70 Defense of the Sacred Haven 1 Basic LotN (revised), pg. 185 Deflection of the Wooden Doom 1 Basic LotN (revised), pg. 185 Directing Ahriman’s Lance (A) 4 Intermediate BM: SoT, pg. 125 Dominoe of Life 2 Basic MET: SG, pg. 130 Dominion 4 Advanced MET: LoE, pg. 92 Donning the Mask of Shadows 1 Basic MET: LoE, pg. 80 Dowse the Earth's Blood 2 Basic PGttLC, pg. 180Earth's Blood Cry ** 2 Basic BS: tTC, pg 48Enchant Talisman 3 Advanced TT: CG, pg. 113 Encrypt Missive 1 Basic MET: StG, pg. 65 Engaging Vessel of Transference 1 Basic LotN (pre-revised), pg. 102 Escape to a True Friend 3 Advanced MET: FaF, pg. 209 Exorcise Fever ** 2 Basic BS: tTC, pg. 47Expel the Dark Humurs 3 Advanced PGttLC, pg. 183Extinguish 1 Basic MET: StG, pg. 66 Eyes of the Beast 3 Advanced MET: LoE, pg. 92 Eyes of the Nighthawk 2 Basic MET: SG, pg. 130 Eyes of the Past 2 Intermediate MET: LoE, pg. 83 Eye of the Translator (A) 1 Basic Libellus Sanguinis: 3, pg. 70 Fingers Form the Hand 5 Intermediate PGttLC, pg. 182Fire in the Blood 4 Intermediate LotN (pre-revised), pg. 105 Fire Walker 2 Intermediate MET: SG, pg. 132 Flesh of Fiery Touch 2 Intermediate MET: LoE, pg. 83 Friend of the Trees 2 Basic MET: LoE, pg. 90 From Marduk's Throat 5 Elder BM: SoT, pg. 126Gentle Mind 1 Intermediate MET: LoE, pg. 83 Ghost in the System 1 Advanced BM: SoT, pg. 97 Gift of Mithra’s Bull (A) 3 Basic BM: SoT, pg. 125 Glossolalic Fervor 4 Basic PGttLC, pg. 180Haven’s Passage (A) 5 Intermediate OWBN – Sorcery Packet Healing Blood (A) 2 Advanced MET: LoE, pg. 87 Heart of Stone 2 Intermediate MET: LoE, pg. 83 Horoscope ** 3 Basic BS: tTC, pg. 47Illuminate Trail of the Prey 2 Basic MET: SG, pg. 130 Illusion of Peaceful Death 1 Intermediate MET: LoE, pg. 84

Impassable Trail 2 Basic MET: StG, pg. 66 Impressive Visage 3 Basic MET: StG, pg. 66 Imp’s Affliction 2 Basic MET: StG, pg. 66 Incantations of the Shepard 1 Basic TT: CG, pg. 110 Incorporeal Passage 2 Intermediate LotN (revised), pg. 186 Infirm Inert 4 Intermediate MET: StG, pg. 70 Innocence of the Child’s Heart 2 Intermediate MET: LoE, pg. 84 Invisible Chains of Binding 4 Advanced LotN (pre-revised), pg. 106 Iron Mind 3 Intermediate LotN (pre-revised), pg. 105 Jacob's Kiss ** 5 Elder BS: tTC, pg. 50Jinx 2 Basic MET: StG, pg. 66 Kafir’s Bane (A) 3 Intermediate Sins of the Blood, pg. 102 Kiss of the Asp 5 Basic Caine's Chosen, pg. 79Kudurru ** 3 Intermediate BS: tTC, pg. 49Learning the Mind Enslumbered 2 Basic MET: StG, pg. 67 Light of Vengeance (A) 2 Intermediate MET: LoE, pg. 86 Lilith's Vengeance ** 5 Advanced BS: tTC, pg. 50Lion Heart 3 Advanced MET: LoE, pg. 92 Machine Blitz 4 Basic MET: SG, pg. 131 Major Creation (Conjuring) 2 Intermediate MET: StG, pg. 71 Mark the Blood Oath 4 Intermediate PGttLC, pg. 181Messenger of the Winds (A) 1 Intermediate Libellus Sanguinis: 3, pg. 71 Mirror of Second Sight 3 Intermediate MET: SG, pg. 133 Mirror Walk 3 Intermediate MET: LoE, pg. 91 Open Passage, the 1 Basic LotN (revised), pg. 185 Pebble from the Mountain (A) 3 Basic BM: SoT, pg. 125 Portrait of Passion ** 4 Intermediate BS: tTC, pg. 48Power of the Invisible Flame (L. of Flames)

3 Basic MET: LoE, pg. 89

Principal Focus of Vitae Infusion 1 Basic LotN (revised), pg. 186 Protean Curse 3 Intermediate MET: LoE, pg. 84 Purify Blood 1 Basic Tremere: CB (revised), pg. 57 Purge the Inner Demon 3 Basic MET: StG, pg. 67 Purity of the Flesh 1 Basic TT: CG, pg. 110 Rebirth of Mortal Vanity 1 Basic MET: StG, pg. 67 Recure of the Homeland 2 Basic MET: SG, pg. 131 Rending Sweet Earth 2 Intermediate MET: LoE, pg. 84 Respect of the Animals 2 Intermediate MET: LoE, pg. 91 Return of the Heart (Blood’s Curse) 4 Intermediate MET: StG, pg. 71 Rite of Marduk Slain and Risen (A) 5 Advanced BM: SoT, pg. 125 Rite of Marduk Triumphant (A) 4 Intermediate BM: SoT, pg. 125 Rotten-wood (Hands of Destruction) 4 Basic LotN (pre-revised), pg. 105 Sanguinary Assistant 2 Basic TT: CG, pg. 111 Sanguineous Phial 1 Basic MET: StG, pg. 68 Scent of the Lupine’s Passing 1 Basic LotN (revised), pg. 186 Scribe, the 1 Basic MET: StG, pg. 68 Scry 3 Intermediate MET: StG, pg. 71 Seeing with the Skies Eyes (A) 5 Advanced BM: SoT, pg. 126 Sense the Mystical 1 Basic MET: StG, pg. 68 Serenading of the Kami 1 Basic BM: SoT, pg. 91 Severed Hand 3 Advanced MET: StG, pg. 73 Shaft of the Belated Quiescence 3 Intermediate TT: CG, pg. 112 Sire Impotent, the (A) 4 Intermediate Sins of the Blood, pg. 102

Spirit of Torment 2 Advanced MET: LoE, pg. 92 Splinter Servant 2 Intermediate TT: CG, pg. 113 Steps of the Terrified 2 Basic MET: LoE, pg. 89 Stolen Kisses 1 Intermediate MET: StG, pg. 71 Stone of the True Form 2 Advanced MET: StG, pg. 74 Summon Guardian Spirit 2 Basic MET: LoE, pg. 89 Summon Mischievous Spirit 3 Intermediate TT: Sabbat (2nd ed), pg. 118 Tamimah 5 Intermediate BS: tTG, pg. 49Telecommunication 3 Intermediate MET: StG, pg. 72 Touch of Nightshade 4 Intermediate MET: StG, pg. 72 Touch the Earth (A) 3 Basic BM: SoT, pg. 124 Track Transgressor (Sorcery) 3 Intermediate MET: StG, pg. 72 True Sight 3 Basic Diablerie Britain, pg. 9 Turn Back the Skies ** 5 Master BS: tTC, pg. 50Umbra Walk 4 Advanced LotN (revised), pg. 188 Unseen Change, the 2 Intermediate MET: LoE, pg. 85 Unweave Ritual 3 Intermediate Tremere: CB (revised), pg. 64 Vires Acquirit Eundo 4 Advanced BM: SoT, pg. 98 Wake w/ the Evening’s Freshness 1 Basic LotN (revised), pg. 186 Warding Baptism ** 4 Basic BS: tTC, pg. 47Warding Circle vs. Demons 2 Advanced TT: CG, pg. 111 Warding Circle vs. Fae 3 Advanced TT: CG, pg. 114 Warding Circle vs. Ghouls 1 Basic TT: CG, pg. 111 Warding Circle vs. Kindred 1 Intermediate TT: CG, pg. 111 Warding Circle vs. Lupines 2 Intermediate TT: CG, pg. 111 Warding Circle vs. Spirits 1 Advanced TT: CG, pg. 110 Warding Circle vs. Wraiths 3 Advanced TT: CG, pg. 111 Ward vs. Demons 2 Advanced TT: CG, pg. 114 Ward vs. Fae 3 Advanced MET: StG, pg. 73 Ward vs. Ghouls 1 Basic LotN (revised), pg. 186 Ward vs. Kindred 1 Intermediate TT: CG, pg. 113 Ward vs. Lupines 2 Intermediate TT: CG, pg. 113 Ward vs. Spirits 1 Advanced TT: CG, pg. 114 Ward vs. Wraiths 3 Advanced TT: CG, pg. 114 Watcher, the 1 Intermediate MET: LoE, pg. 85 Whispers of the Ghost 1 Basic MET: StG, pg. 69 Will o’ the Wisp 2 Basic MET: LoE, pg. 89 Words of Undoing (A) 3 Intermediate Sorcery Packet

Assamite Sorcery Path & Ritual Additions:

“The sorcerers have equivalent teachings for many common blood magic techniques in addition to their own unique lessons. The following list is not an exhaustive coverage of everything in the Great Library, but it is a starting point for players and Storytellers who wish to determine the capabilities of Assamite sorcerers. It does not include those paths and rituals this or other books have specifically designated as primarily Assamite in origin. The list is organized by book, presenting first the paths and then the rituals found in that publication to which the Assamites commonly have access.” [Assamite Clanbook –revised, pg. 73]

 

Despite this being said, when developing this packet we did not lean on the passage listed above which is taken directly from the Assamite Clanbook –revised. Our intention was not to pick-n-choose and just grab as we desired –we specifically avoided this. We instead went the route of extensive research and citation from WW sources.

With Dur-An-Ki being indistinguishable from Assamite Sorcery in OWbN, the rituals and paths from Blood Sacrifice, the Thaumaturgy Companion has been added to this packet edition.

Citation of WW sources for Paths: Technomancy:

“The following thaumaturgical paths are practiced primarily by the Camarilla Tremere thaumaturges. They may be available to other thaumaturgical practitioners, such as the Tremere antiribu or Assamites, at Storyteller discretion.” The following paths are listed: Elemental Mastery, The Green Path, Neptune’s Might, Path of Corruption, Path of Technomancy, Spirit Manipulation,  and Weather Control.

The potential origins or grounds for development of the Path of Technomancy, is inferred in Assamite genre under the section titled “Reading What the Sky is Thinking”. This is later confirmed by the Assamite Clanbook –revised (see WW NPC of clan Assamite, Nar-Sheptha). [WW2106: Blood Magic – Secrets of Thaumaturgy (2000), 122]

Path of Technomancy is listed as Assamite Sorcery Path on WW NPC of clan Assamite, Nar-Sheptha. [WW2359: The Assamite Clanbook – revised (2000), pg. 100]

Citation of WW sources for Rituals:

The following 29 rituals were added to the Assamite Sorcery packet. All others rituals were either created by the Assamite team for genre purposes (see Awaken Kalif and Accessing the Truth) or taken directly from the previous Assamite Sorcery packet which passed through OWBN Council.

- Allah's Blessing (Veil of Night, p. 165)- Apsu Portal (Blood Sacrifice: the Thaumaturgy Guide, p. 50)- Astral Portent (Blood Sacrifice: the Thaumaturgy Guide, p. 47) - Bind the Heavens (Blood Sacrifice: the Thaumaturgy Guide, p. 48) - Bull of Heaven (Blood Sacrifice: the Thaumaturgy Guide, p. 48) - Coerce the Profane (Players Guide to the Low Clans, p. 183)- Dampen the Keening (Veil of Night, p. 166)- Dowse the Earth's Blood (Players Guide to the Low Clans, p. 180)- Earth's Blood Cry (Blood Sacrifice: the Thaumaturgy Guide, p. 48) - Exorcise Fever (Players Guide to the Low Clans, p. 47) - Expel the Dark Humors (Players Guide to the Low Clans, p. 183)

- Fingers Form the Hand (Players Guide to the Low Clans, p. 182) - From Marduk's Throat (Blood Magic, the Thaumaturgy Guide, p. 126) - Gift, the (MET Journal #1, p. 45) - Glossolalic Fervor (Players Guide to the Low Clans, p. 180) - Horoscope (Blood Sacrifice: the Thaumaturgy Guide, p. 47) - Jacob's Kiss (Blood Sacrifice: the Thaumaturgy Guide, p. 50) - Kiss of the Asp (Caine's Chosen, pg. 79)- Kudurru (Blood Sacrifice: the Thaumaturgy Guide, p. 49) - Lilith's Vengeance (Blood Sacrifice: the Thaumaturgy Guide, p. 50)- Mark the Blood Oath (Players Guide to the Low Clans, p. 180) - Mask of Allah (Veil of Night, p. 164) - Paper Flesh (MET Storyteller's Guide, p. 133)- Portrait of Passion (Blood Sacrifice: the Thaumaturgy Guide, p. 48) - Tamimah (Blood Sacrifice: the Thaumaturgy Guide, p. 47) - Touch of Allah (Veil of Night, p. 164)- Turn Back the Skies (Blood Sacrifice: the Thaumaturgy Guide, p. 50)- Ward Against Djinn (Veil of Night, p. 165)- Warding Baptism (Blood Sacrifice: the Thaumaturgy Guide, p. 47) 

Note: The rituals taken from ‘MET: Laws of the Elysium’ appear after both the Tremere and Assamite Sorcerer ritual sections. These rituals make no specific reference or claim to either clan having province over said rituals. Both clans had at one time active practitioners of magic among their Antitribu that developed such magic’s.

Credits:

The mention of, or reference to, any company or product in these pages is not intended to challenge the trademark or copyright of any parties concerned.

Written by: David Herold (2006)

Editor, 2006: Bryan Delius

Editors, 2009:  Cheri Foster, Geoffrey Combs, Brad Klingler, Will Lee, John Ralls.

Special Thanks: Clayton Oliver, Chris Wenzel and Seth Yokley (who wrote the first Sorcery Packet), as well as several of the long time Assamite Players out there whom helped with the final "edit" on this new addition. 

Bibliography:

Bruce Baugh, Chris Bjork, John Goff, Alan I. Kravit, Robin D. Laws, James Moore. WW2106 - Blood Magic: Secrets of Thaumaturgy. USA: White Wolf, 2000.

Dean Shomshak, Ari Marmell. WW2423 - Blood Sacrifice: The Thaumaturgy Companion. USA: White Wolf, 2002.

 Jason Langlois (Gangrel), Michael B. Lee (Followers of Set), Clayton Oliver (Assamites). WW2823 - Libellus Sanguinis 3: Wolves at the Door. USA: White Wolf, 2000.

Oliver, Clayton. WW2359 - Clanbook: Assamite (revised). USA: White Wolf, 2000.  Oliver, Clayton (Assamite). WW2023 - Children of the Night. USA: White Wolf, 1999.  Sumerian Mythology FAQ (Version 2.0), by Christopher Siren, 1992, 1994-2000,

[email protected]  http://pubpages.unh.edu/~cbsiren     Zack Bush, Michael Butler, Michael A Goodwin, Jacob Rlunder, Ari Marmell, Sarah Roark, Janet

Trautvetter. WW2421 - Player's Guide to the Low Clans.  USA: White Wolf, 2003. 

Additional sources referenced:

WW2428 - Caine's Chosen: The Black Hand, WW2302 - Guide to the Camarilla, WW2412 - Mexico City by Night, WW2010 - Diablerie: Britain, WW2410 - Cairo by Night, WW20006 - Players Guide to Low Clans, WW2421 - Sins of the Blood, WW2357 - Clanbook: Tremere (Revised), WW2832 - Veil of Night, WW20032 - Road of Heavens, WW5013 - MET: Laws of the Night (revised), WW5005 - MET: Laws of the Night, WW5012 - MET: Laws of Elysium, WW5021 - MET: Storytellers Guide, WW5017 - MET: The Camarilla Guide, WW5018 - MET: The Sabbat Guide, WW5038 - MET: Faith & Fire