From a purely functional standpoint, the blood magic that the Assamite Sorcerer caste practices differs little from that wielded by the Tremere. From a philosophical perspective, however, worlds of difference separate the two. The Tremere force every piece of knowledge they incorporate into the structured, rigid framework of high Hermetic invocation. By contrast, the Sorcerer caste’s practices are the result of millennia of adaptation and melding, and are too disparate to be considered “structured” in any real sense. The modern body of knowledge that is Assamite Sorcery draws its content from a wide array of magical traditions, from the ecstatic rites of Kali and Shiva’s followers to the subtle precision of feng shui to the elegant symbolic and mathematical transformations of Islamic alchemists and astronomers.
Assamite Sorcery is mechanically identical to the more common Thaumaturgy. However, though they work on similar principles (the use of vampiric vitae to fuel exertions of conscious will in order to effect change upon the physical or spiritual world), the two are not cross-compatible. A Tremere strives to perform their magic the same way, all the time, every time. An Assamite might never enact the same ritual the same exact way twice in a millennium.
As may be expected, students of Assamite Sorcery have great difficulty learning the practices of other blood magic traditions. All experience point costs to learn other blood magic paths and rituals are increased by half (round up) for Assamite Sorcerers. In addition, even once the Sorcerer has incorporated these lessons into zir repertoire, they are still alien to zir. All invocations of a “foreign” path require 1 extra blood point and all rituals take triple the normal time and require 1 extra success for any desired result.
Equivalent Assamite Paths and Rituals
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. Names in parentheses are the names that the Sorcerer caste prefers to use for each item, if the Assamite name differs from the commonly accepted one. Paths marked with an asterisk are usually options for an Assamite Sorcerer to learn as zir primary path, provided zir instructor approves.
Paths: The Path of Blood (Path of Life’s Waters), The Lure of Flames (Hand of Magi)*, Movement of the Mind*, The Path of Conjuring (Path of Jinn’s Gift), Hands of Destruction
Rituals: Defense of the Sacred Haven (Curtain of Will), Wake with Evening’s Freshness (Black Sunrise), Communicate with Kindred Sire (Speak with Sire), Deflection of Wooden Doom (Turn the Impaling Shaft), Ward versus Ghouls, Principal Focus of Vitae Infusion (Draught of the Pebble), Incorporeal Passage (Passage of the Ghul), Bone of Lies (Stain of Guilt)
Very few Kindred in the modern nights outside of the secretive halls of Clan Tremere, know that the Assassins have a history of practicing blood magic that stretches back to the now mythical nights of the Second City. Among the Tremere that know of these strange arts, their interest is balanced by revulsion and fear. It is almost blasphemous to the Hermetic mindset of the Warlocks that such loosely-structured practices can truly be called “magic.” However potent effects spring from these practices — some which bear a striking resemblance to the Tremere’s precious Thaumaturgy. This strikes fear into their cold, dead hearts that their supposed monopoly of blood magic might be under threat.
Assamite Sorcery began in the Second City when mortal magicians were Embraced into the clan with the promise of power and eternal life. These undead Sorcerers acted as interrogators and demon hunters during the wars against the Baali. After the fall of the Second City, the Sorcerers were used to facilitate magical communication across great distances, keeping the clan unified and organized. Furthermore, they used their arts to protect the herd the clan cultivated. They nurtured the crops that sustained the herd and continued to strike at the forces that threatened the clan.
Following the blood curse’s being laid upon the Assamites in the wake of the Convention of Thorns, the clan’s leadership turned to their Sorcerers to find a way to reverse the affliction that stands in the way of their divine purpose. Through their older, more versatile arts, they strive to find a way to make this come to pass. It is an obsession that burns long and deep in the hearts of Assamite Sorcerers across the world.
These Sorcerers have subsequently turned their talents to the arts of Dur-An-Ki (Sumerian meaning “Master of Heaven and Earth”) to aid them in their cause. A form of magic that originated in ancient Mesopotamia, it has grown over the millennia to incorporate the trappings of numerous myths and religions from across the greater Middle East. Fundamentally, Dur-An-Ki permits covenants to be struck between spirits and sorcerers (known as ashipu).
Spirits whom the ancient world once called gods still exist, hidden in the shadows, and continue to aid those who invoke them. It is through these ancient powers, and the covenants with humanity that defined them, that the Sorcerers have made the most progress to date in regards to breaking the blood curse.
Through the existing covenants and new ones forged with these spirits, Assamite Sorcerers have added an increasing array of magical power to their already formidable arsenal. Furthermore, they have uncovered the existence of the Ladder of Heaven — a metaphysical path rumored to be the entrance to Heaven itself. The Sorcerers now work to ascend the Ladder and break through its eighth gate, past which they hope to find the power they need to shatter the blood curse once and for all. They shall either forge a new covenant with a higher power that will allow them to cast aside the Warlocks’ shackles, or they will attempt to take and use that power by any means necessary.
A Note on Dealing with Spirits
Dur-An-Ki is not another form of Dark Thaumaturgy, nor is it Infernalism by another name.
These spirits were once worshiped as gods in the ancient world and have not become demons in the modern nights. These spirits help ashipu learn the secrets of new Paths and Rituals by the Sorcerer’s invoking covenants with them or more powerful spirits they fear to cross. Ashipu never offer eternal and exclusive servitude to a spirit they forge a covenant with, as Infernalists do. The Sorcerer is the dominant party in the relationship or, at the very least an equal.
Kalif
Some ashipu use a drug called kalif to open their minds and access the Ladder of Heaven. The drug is a form of hashish derived from marijuana plants that have been nurtured with vitae (the ritual to create it is known as Infusion of Kalif). Kalif can be taken directly by the ashipu, using zir blood to force the drug into the body from zir lungs. However, it can also be taken by proxy, as when a Sorcerer makes a mortal smoke it and then feeds from xyr infused blood.
Kalif is a strong hallucinogen, but ashipu have learned to direct the path of the hallucinations it induces so that it guides them towards the Ladder of Heaven. In their visions, the Ladder begins as a seemingly endless stairway, far away from the confines of Earth and the laws of geometric space.
The art of growing marijuana fed by vitae is a skill that can take years to master. Not only is it costly in terms of vitae, it is fundamentally unnatural and thus great care is needed lest the Sorcerer accidently kill the plants. Therefore, it is only used by the most dedicated and patient Sorcerer. It’s also one of the Assamites’ most prized and also most closely-guarded talents, and its teaching is closely regulated by the Mountain. (Nevertheless, some faction has stolen the knowledge — see the level 3 ritual Blood and Bane). Sorcerers strive to ensure that kalif does not fall into the hands of another clan, as this could potentially mark the end of their monopoly on access to the Ladder of Heaven.
Whereas the hallmarks of Thaumaturgy are its order and scientific precision, Assamite Sorcery is much less rigid. It draws its inspiration and form from numerous cultural sources and experiments conducted over many centuries: Hinduism, heroic epics, feng shui, Islamic alchemy and astronomy, the high and low magics of Mesopotamia, and the Persian rites of Mithra, to name but a few.
In the case of each rite a Sorcerer casts, the route ze takes to its completion consists of a number of milestones. However, the order and manner in which these are fulfilled is different from one caster to the next, depending upon what cultural source ze draws upon to characterize zir practices. For example, in one rite, Sorcerers mimic an ancient ritual ceremony of a priest striking the face of the holy king that followed Marduk. Whereas the original symbolism of the holy king’s tears was a promise of fertility, the Assamites have repurposed it for their own practice of blood tithing, allowing them to reap a bountiful harvest from those connected by blood to the victim.
In the course of their more recent practices, Assamite Sorcerers have taken to losing themselves in ecstatic vision quests wherein they map realms beyond imagination that form the ascent along the Ladder of Heaven. In these wild, alien realms, completely devoid from the concrete reality known to mankind and the rest of the Kindred world, Assamite Sorcerers have forged covenants with ancient spirits, granting them numerous new Paths of Sorcery as well as discovering more unusual abilities. For example, in one such realm that Sorcerers have named “the Sphere of Mercury,” visitors find themselves capable of connecting to the global communications network. Using their blood and the power of their will as currency, they have bartered with and won the support of beings with unknown and (seemingly) illimitable power in hopes of destroying the blood curse. The fruits of these covenants have subsequently been disseminated throughout the Sorcerer caste around the world.
Even the youngest apprentice Sorcerers are taught the intricacies of the ancient power that they draw upon. The first and fundamental lesson that they learn is that all the blood and strength of will they use to invoke these newfound magics does not mean the power is truly theirs. It is a gift channeled from the spirits that the eldest Sorcerers have won the favor of. It belongs wholly to something beyond.
If enemies of the Assamites were to learn of the source of this power, it might theoretically be possible for them to try and obtain the favor of a more powerful spirit and attempt to deprive the Assamites of all they have worked for. Secrecy, therefore, is paramount and instilled into the minds of all Sorcerers from the very first night onward of their studies. However, their efforts have not been totally successful.
A small number of Kindred outside of the clan have learned aspects of Dur-An-Ki, but not Assamite Sorcery as a whole. While these individuals present a thorn in the side to many of the hardline Sorcerers, they begrudgingly accept that the Assamites did not create Dur-An-Ki. The Assamites adapted its practice into the wider arts of their Sorcery, and others throughout the centuries have discovered it too.
These lone Kindred outside of the Assamites do not have the benefit of kalif to be able to easily reach the Ladder of Heaven and realms beyond where they could create new rituals. Thus they have access to a relatively limited set of practices within Dur-An-Ki. This is a small consolation to the concerned Assamite Sorcerers, but they still worry what would happen if the Tremere were to obtain even the most basic of rituals it has to offer.
Even though sorcery has proven itself to be a unique benefit to the Assassins’ arsenal, centuries of study have not yet solved the conundrum of how to break the Tremere blood curse. While many Sorcerers continue to ascend the Ladder in their own way, the more enlightened higher echelon of the caste have adopted a different approach.
In their eyes, they see Thaumaturgy as being the component power that the blood curse was built from. If the Assamites can understand and command that same power, then they may be able to finally attack the foundations of the blood curse, rather than chipping away at the edges. As such, a growing number of pacts have been forged with the most powerful spirit pantheons to replicate the powers of the Warlocks, so that they might study and understand that which they fight so vehemently to destroy.
The Assamites are the most widely feared of the independent clans due to their blood-drenched reputation. This fearsome mystique has led to the spinning of many tales and slanderous accusations over the centuries. The Sorcerer caste is more than happy to perpetuate these, as they have helped to mask the clan’s mystical practices.
In fact, few outside of the clan know that the Children of Haqim indulge in such practices. Fewer still share this information, for fear that they might find themselves the subject of a contract to silence them forever. The Assamites don’t know the extent to which the loathed Tremere know of their ways, but the Sorcerers know that the Tremere are at the very least aware of the existence of Assamite Sorcery, and that it appears to replicate the effects of their preciously guarded Thaumaturgy, at least in part.
Consequently, the Tremere have been waging a covert war with the Assamites for decades, trying to learn what secrets they can about these mysterious ways. However, it is a war of attrition, with few hard facts obtained by the Warlocks. They have heard whispers of the arts of Dur-An-Ki from ancient Mesopotamia, but have learnt more about it from mortal academic sources than they have from the Assamites themselves. Because of this, Sorcerers generally keep dealings with the Camarilla at arm’s length. The influence of the Warlocks runs deep within the Ivory Tower, so Sorcerers take all possible steps to avoid putting themselves at risk of exposure.
A similar code of conduct is prevalent among Sorcerers that deal with the Sabbat. The Assamites once thought that dealing with the Sword of Caine was a better option than dealing with the Camarilla, but when it was revealed that Tremere antitribu were present in their ranks, they reconsidered. Rather than take a chance that these Warlocks have truly turned their backs on their former brethren, the Sorcerers prefer to take the skeptical approach. The infestation of the Tremere in the Ivory Tower might be just as prevalent in the Sabbat for all they know, and present just as potent a threat to the Assamites.
Rumors do occasionally surface of Assamite antitribu Sorcerers that actively practice their arts in the Sword of Caine. This is a matter of debate and concern amongst the Sorcerer caste. These Assamite antitribu Sorcerers, should they be captured by any Tremere antitribu, could herald a potential disaster for the clan. However, their interaction with the Ladder of Heaven must surely be limited due to a lack of available access to kalif from the Mountain. As such, this mitigates the Sorcerers’ concerns to a degree. But then why do these rumors continue to surface?
Looking beyond the two largest sects of the Jyhad, many of the Sorcerers tonight know little of the Tal’Mahe’Ra. However, the eldest Assamites speak of a war that erupted between the clan and that shadowy sect many centuries ago, though a ceasefire has held ever since. As time has passed and paranoia has grown in the modern nights, voices are raised about what should happen if the whispers about this sect turn out to be true — that they wish to push the world toward an Armageddon of their own orchestration. If that is the case, and the rumors of the sect employing magical powers far stranger than any of their own — or even those of the Tremere — are true, then the Assamite Sorcerers might be called upon to become the front line in a conflict worse than the dark nights of the Second City.
As for the other sects, the mystic practices of the Assamites have made little impact upon relations with the wider Kindred world. The Anarch Movement, as far as the Sorcerer caste can see, concerns itself more with politics than mysticism, and the motivations of the secretive Inconnu are largely unknown to them. The other Independents for the most part continue not to interfere in the business of the Children of Haqim, so knowledge of their sorcery has spread only minimally to them via second-hand sources in the Camarilla and Sabbat. The Giovanni, if they are interested in these strange arts, have yet to make any move to acquire it for themselves, focusing more on their unwholesome Necromantic practices.
The Followers of Set have their own magics and have cast curious eyes upon Assamite Sorcery from time to time. Given that Assamite Sorcery has taken inspiration from numerous cultural influences, just as the Setites have identified the different masks of Set from around the world, the mages of the Followers of Set are curious to learn if Assamite Sorcery could in fact be another manifestation of Set’s power on Earth. To date, they have not successfully discovered the true nature of Assamite Sorcery or Dur-An-Ki, but their avid speculation continues.
The Assamites are divided into three castes that serve different functions within the clan.
The Warrior caste is the most visible to those outside of the clan, being the martial and most active of the castes. It is usually the most populous of the castes as well. The Viziers are the clan’s scholars and seekers of knowledge. They note that while Haqim was originally a warrior, he became a scholar, and his brood was one of artisans and sages. As such, the Viziers carry on this legacy. Finally, the Sorcerers are those who practice the arts of Assamite Sorcery, and are the actively mystical wing of the clan.
The term caste rather than faction applies because these three groups are very hereditary in their structure and in some ways resemble bloodlines within the clan. Each new Assamite is Embraced directly into a caste, dictating the nature of the role ze will play for the clan. However, should a Warrior or Vizier learn Assamite Sorcery (which is possible, though rare), the Sorcerer caste always immediately (and sometimes forcefully) adopts zir in order to put zir talents towards breaking the blood curse.
These individuals are looked down upon by those Embraced into the Sorcerer caste as they are outside of the hereditary hierarchy, doomed to be forever at the bottom of the power structure. Furthermore, they are generally shunned by their former caste for walking down a path they should have known would have resulted in their ejection from their former role. It is little wonder that this situation rarely arises.
Although combat mastery is hardly the Sorcerer caste’s primary goal, they have a long tradition of standing ready to defend themselves and, if need be, assisting the warrior caste on the battlefield. Awakening of the Steel is one legacy of this preparedness, a Path that some say began with the alchemists who studied in the forges of Toledo and Damascus. This set of techniques focuses on the symbolism of the sword as the ultimate extension of a trained warrior’s body, drawing on the myths that various warrior traditions attached to their swords and daggers: European Crusaders and their blessed blades, the kris of Indonesian Pentjak-Silat practitioners, and Indian Gurkhas and their kukri knives, among others. The practitioner of Awakening of the Steel focuses on this symbolism as ze uses the power of zir blood to enhance zir weapon and zir skill.
A student of Awakening of the Steel finds that a keen understanding of both the form and the function of a blade is necessary for full mastery of this path. A character must have a level of either Melee or Crafts Ability equal to zir level in Awakening of the Steel. Those who practice this path also find that its lessons are tightly focused, perhaps to the point of overspecialization. The path is at its most effective with swords and knives, and the wielder can only extend its effects to other edged weapons. Any attempt to use a technique of this Path on another edged weapon is at +1 Difficulty.
Although few Assamites claim to have actually spoken to a weapon’s soul, blacksmiths and warriors alike have ascribed spiritual qualities to hand-forged blades for centuries. Practitioners of Auspex are familiar with the manner in which inanimate objects can bear impressions of their own history. Confer with the Blade allows a weapon’s wielder to delve into the events that have occurred around their weapon. Some practitioners of this power claim this makes the weapon feel more “comfortable” in their hands, while others speak of the sense of history that an ancient blade bears. The actual impressions only take an instant to gain, though many prefer to spend much longer in contemplation if time permits.
System: The number of successes determines the amount of information the Sorcerer gains regarding the blade’s history and its present state, as well as all information yielded by a lesser number of successes. With 3 or more successes, the Sorcerer may lower the Difficulty on zir next attempt to apply a blood magic ritual to the weapon by 1.
Successes | Result |
---|---|
1 | Physical information only: precise length and weight (to the micrometer and milligram), chemical composition (assuming the character understands metallurgy), number of damage dice and type of damage (Lethal or Aggravated). |
2 | Historical overview: when and where the blade was forged, the name and face of its smith, brief glimpses of significant events in its existence. |
3 | Sorcerous understanding: the type and relative level of power of any enchantments or supernatural enhancements that the blade possesses as well as the name and face of the individual who laid them. |
4 | Subliminal synthesis: comprehensive knowledge of the sword’s history. For the next 7 nights, the character recognizes the taste of any blood that has ever stained the blade if ze tastes it zirself. |
5+ | Total communion: The sword and the wielder become linked at a level deeper than the physical and more enduring than the immediate. The Storyteller determines what information the sword holds for the character, but it may include any event in the blade’s history or any aspect of its present existence and condition. |
The best scimitar in all creation does its owner no good if it’s lying 5 yards away from them. Grasp of the Mountain strengthens the spiritual bond between the sword and the swordsman in order to reinforce the wielder’s physical grip on their weapon. A blade that is under the effect of this art never leaves its master’s hand unless ze so wills it.
System: For the rest of the scene, the character has a number of automatic successes to resist all attempts to disarm zir, equal to the number of successes rolled. Ze cannot accidentally drop the blade (which means zir botches are likely to result in self-mutilation instead of an empty hand). If the character is somehow disarmed in spite of Grasp of the Mountain, ze may call the blade back to zir hand by successfully invoking this power again, assuming ze has a clear line of sight to the weapon.
At this level of understanding, the Sorcerer can command zir blade with such precision that ze can strike at an opponent’s physical protection rather than zir body. The sword transfers its full fury to the intended target, shredding even the toughest chain or plate. This strips away the victim’s defenses, leaving xem vulnerable to the next attack. While this power is of limited utility in modern nights, as traditional armor has fallen by the wayside, it remains in the Path’s progression of lessons due to its utility in destroying other obstacles.
System: While Pierce Steel’s Skin is in effect, an attack against an unarmored target inflicts half damage (rounded down). However, for a number of turns equal to the number of successes rolled, each successful attack the character makes against an armored foe inflicts damage on the target’s body armor rather than injuring xem directly. Only metal armor can be damaged by this power. When the character makes a successful attack against an armored target, the player does not roll damage. Instead, ze rolls a number of dice equal to the sword’s damage bonus (the number of dice that it adds to zir Strength) against a Difficulty of 7. Each success reduces the armor’s soak bonus by 1 die. Armor that is reduced to 0 soak dice in this manner is completely destroyed and unsalvageable. Additional successes beyond those needed to destroy a piece of armor have no effect.
At the Storyteller’s discretion, Pierce Steel’s Skin may destroy other inanimate objects (walls, doors, cars, dramatically appropriate obstacles) without significant damage to the sword. For the purposes of this power, Fortitude counts as part of the target’s Stamina, not external armor.
Many swordsmen hold that the duel is the ultimate test of the warrior because it places all opponents on an equal footing: Death is only 3 feet of steel away, and only the skill of the combatants determines who walks away. However, observers who are more pragmatic than romantic note that an enemy with a ranged weapon (be it bow, sling, or gun) has the advantage of striking from much farther away than arm’s length. While Awakening of the Steel cannot completely counteract this advantage, this power allows the skilled Sorcerer some measure of defense as the sword interposes itself between its master and attacks from afar.
System: For a number of turns equal to the number of successes rolled, the character may attempt to parry projectiles. This requires 1 action for each projectile that the player wishes to block, and the character must be able to see the shot coming (Heightened Senses allows visual tracking of bullets). Each parrying attempt requires a Dexterity + Melee roll, with a Difficulty determined by the speed of the projectile. Thrown objects have a Difficulty of 6, arrows and crossbow bolts a Difficulty of 7, and bullets a Difficulty of 9. Each success subtracts 1 success from the attacker’s attack roll.
Razor’s Shield does not allow the character to parry ranged attacks that do not incorporate solid projectiles, such as flame, lightning, or spat blood.
Although pacifists may find other uses for blades, a warrior knows that swords were created for one purpose: to carve an enemy’s flesh into bloody ruin. Strike at the True Flesh invokes the very essence of the sorcerer’s weapon, reducing it to the embodiment of its very definition (or, as the more classically minded would put it, invoking the Platonic form) while simplifying its target to a similarly basic level. The results of such an invocation are usually devastating on both a philosophical and practical level as weapon and victim momentarily lose all supernatural attributes.
System: The effects of Strike at the True Flesh last for a number of turns equal to the number of successes rolled, and they end with the first successful attack that the character makes within this time period. The sword inflicts only the base amount of Lethal damage that a weapon of its size and type would normally cause, disregarding all enhancements that it may have received (though augmentations to the wielder’s strength or speed, such as Potence and Celerity, still have their normal effects, as do extra successes on the attack roll).
However, all the target’s supernatural defenses (including Fortitude) are likewise negated — xe soaks the attack only with xyr base Stamina. If the negation of xyr powers and defenses renders the target unable to soak Lethal damage, xe cannot soak the attack at all. Body armor does protect against this attack, as it is a mundane form of defense.
Other Paths of Dur-An-Ki
Many of the Paths associated with Dur-An-Ki are functionally identical to various Thaumaturgy Paths. In many cases, the Dur-An-Ki version came first and was adapted to Thaumaturgy by Tremere. Those Paths are as follows:
- The Path of Life’s Waters (Path of Blood)
- The Path of Jinn’s Gift (Path of Conjuring)
- The Path of the Ailing Jackal (Path of the Father’s Vengeance)
- The Hand of Magi (Lure of Flames)
- The Covenant of Enki (Neptune’s Might)
- The Laws of Suleiman (Path of Spirit Manipulation)
In addition to these familiar Paths, there are several Paths unique to practitioners of Dur-An-Ki, some of which are described below.
This Path was originally developed by Assamites of the Sorcerer caste and is rarely encountered outside of that clan, but knowledge of it has passed into the larger pool of Dur-An-Ki lore. The Path is designed to augment a vampire’s natural stealth and skill with Obfuscate. While many aspects of this Path seem redundant given the existence of Obfuscate, the Path offers a powerful advantage over that Discipline — for example, Auspex does not automatically pierce the veil provided by The Hunter’s Winds. While Auspex may add to the observer’s Perception-based rolls as the Storyteller sees fit, the observer does not automatically see through deceptions just because xyr Auspex exceeds the ashipu’s Path rating, as is the case with Obfuscate or Chimerstry.
The target of this power gains the ability to alter zir scent or eliminate it completely.
System: A successful roll means that the target either leaves no scent that can be detected or tracked, or ze leaves the scent of someone else known to zir. A failure means nothing happens. A botch means that zir scent is more easily identifiable to others (in addition to the other penalties for botching a blood magic roll).
The target’s skin and clothing automatically assume the coloring and texture of whatever ze stands near.
System: For the duration of the scene following the activation scene, the Difficulty of all Perception rolls to detect the target increase by +4 so long as ze remains stationary. While ze is in motion, the effect is negated, but once ze comes to rest again against a different surface, ze can reassert the camouflage with a successful Perception + Stealth roll (Difficulty 6, or 9 if someone is actively searching for zir at the time). Any texture changes are illusory; the target does not gain the durability of a brick wall just by standing near it.
The target effortlessly blends into any crowd of people. Everyone present will assume the target belongs there, including any pursuers.
System: If the roll succeeds, any observer will automatically assume that the target belongs in whatever location ze is found. Those searching for zir are incapable of perceiving that ze is an intruder. However, this effect cannot fool technology, and anyone observing through CCTV, for example, can spot zir as an interloper.
The target of this effect generates an aura which is physically intoxicating to anyone who directly observes them. Those affected may experience a pleasant daydream, or may just be left standing slack-jawed as the target goes on zir way.
System: If the effect is successfully activated, anyone who observes the target during the rest of the scene must reflexively roll Wits + Alertness (Difficulty 7) or become intoxicated for a number of hours equal to the ashipu’s successes in triggering the effect. Affected individuals are incapable of taking any action beyond staring vacantly at visions only xe can see or perhaps giggling from time to time. However, any direct threat to an affected individual immediately causes the intoxication to fade.
As a particularly powerful effect, Ghost Body requires the ashipu to expend 3 points of blood instead of the normal 1. When the effect is activated, the target becomes completely invisible, inaudible, and intangible, and ze can move freely through any barriers other than wards against vampires.
System: If activated successfully, the target becomes immaterial in nearly every sense. The effect does not make zir into a true ghost, and ze is incapable of interacting with wraiths or spirits while in this form. Ze is also incapable of using any Disciplines while in this form. The effect ends as soon as the target makes the conscious decision to affect the physical world in any way.
Throughout history, the ignorant and superstitious have feared the Evil Eye — a belief that some people have the power to curse their enemies, whether through the invocation of dark powers or simply through malicious will. In some places, such beliefs persist, perhaps in part because of the existence of this Path, which allows an ashipu to invoke wrathful djinn to embarrass, injure, or even kill zir enemies. But this Path is not the exclusive province of Dur-An-Ki. Its ancient pedigree means that it is known to many Old Skool Anarchs who have preserved the power to curse over the ages, while its sheer vindictiveness has ensured that modern Punk Sorcerers have learned to duplicate its effects.
To use the Evil Eye against a target, the sorcerer must either be able to make eye contact with xem and say something to indicate zir disdain, whether a traditional Arabic curse or simply a shouted “Fuck You!” Alternatively, the sorcerer can make use of an effigy to cast the curse over a longer distance (as described under the Principles of Contagion and Sympathy). The target will not necessarily realize that xe has been cursed. An Intelligence + Occult (Difficulty 6) roll is required of the target if the sorcerer casts the curse in xyr face, while a roll at Difficulty 9 is required to realize that recent bad luck is the result of a curse cast from afar. A character with Aura Perception or who has at least 1 dot in this Path may notice tell-tale signs of a curse lingering in the target’s aura and may recognize this as the residue of a curse with a Wits + Occult roll (Difficulty 7). A character who successfully identifies a curse this way may treat the curse itself as a mystical connection equivalent to a prized possession while in the presence of the cursed individual.
The sorcerer who laid the curse can negate it at will. Any other character capable of recognizing the curse (including the target xemself, if xe has the appropriate knowledge of blood magic) may attempt to negate it with Thaumaturgical Countermagic or any comparable blood magic effect. The one who lays the curse never knows exactly how the curse will manifest itself. Each level of this Path sets the parameters for what type of harm may occur, but the Storyteller determines the precise nature of the manifestation.
The simplest application of the Evil Eye causes the target to embarrass xemself in some public way. Possible results include saying something embarrassing in front of one’s peers, failing disastrously at a feeding attempt, or simply ripping the seat out of one’s pants while in a crowded bar.
System: Each success represents 1 night during which the target is affected by the curse. The curse triggers once per night at a time of the Storyteller’s choosing, usually the scene during which the character is in front of the largest number of individuals or in which xe is in front of the largest number of socially important people. That is, it may trigger while the character is in a crowded restaurant or when xe is alone with the Prince, whichever has the greatest potential for personal embarrassment. The Storyteller determines when the curse triggers, but it should do so at least once per night.
During the trigger scene, on every Social roll made for the character, the player must add a number of automatic 1s equal to the sorcerer’s rating in the Path of the Evil Eye, thereby increasing the likelihood of a botch on a Social roll. In addition, during the trigger scene, the Storyteller should roll a number of dice equal to the sorcerer’s rating in this path (Difficulty 5). Successes mean that some external event happens that causes embarrassment to the character, such as a waiter spilling drinks on xem or a car splashing xem with mud.
This curse affects the target’s material worth. It most commonly causes the target to be stripped of money, but it may also cause xyr Herd to diminish, or destroy a Haven. The curse can target any tangible asset represented as a Background. If the character has no suitable Backgrounds, it targets personal items of emotional significance.
System: Within 1 week, the target loses 1 dot from an appropriate Background. Generally, the curse preferentially attacks Resources over other Backgrounds, but theoretically any form of tangible Background representing a personal asset can be a valid target. The sorcerer has no control over how the Background point is lost or even which Background point is lost. The Storyteller may even choose to decide randomly.
At this level of mastery, the ashipu may finally endanger zir enemy rather than merely inconvenience xem. The curse cannot directly harm the target, but it can create a situation in which it is possible for xem to be harmed, whether at the hands of a drunken lout who takes offense to the target’s manner at a bar or a pack of werewolves who, by happenstance, choose to board the same lonely subway car as the victim.
System: The number of successes determines how many nights the character is at risk. At the start of each night, the Storyteller must roll a die and, depending on the results, fashion an encounter for the targeted character.
Dice Result | Nature of Peril |
---|---|
1-3 | None. The curse does not trigger during this night. |
4-6 | Minor: An encounter which is not likely to harm the character but which has a chance to do so. A mortal tries to mug the character while xe is in front of mortals, or simply tries to hold up a convenience store while the character is in line paying for gas. A bar patron takes offense to something the character does or says and tries to pick a fight. |
7-8 | Moderate: An encounter with a significant likelihood of at least some harm to the character. The character is involved in a car wreck or struck by a hit-and-run driver. Stairs give way while the character is climbing them. |
9 | Severe: An encounter in which the character is almost certain to suffer some Lethal damage. The character inadvertently says something offensive that provokes frenzy rolls in nearby vampires. The building collapses while the character is in it or a fire breaks out. |
10 | Catastrophic: An encounter that is potentially deadly. The character’s is locked out of xyr haven during the day. The character unwittingly says something that offends a pack of nearby Lupines. |
Nights on which there is no peril do not count against the ashipu’s successes; the curse will continue until the target has suffered a number of dangerous encounters equal to the successes or the curse is lifted. During any dangerous encounter, a targeted character has a chance to realize xe is under a curse (if xe didn’t already know it). The roll is Intelligence + Occult. The default Difficulty is 9, but it drops to 8 if the character has Auspex or to 6 if the character has any knowledge of this Path.
This potent curse causes the target’s friends and allies to turn against xem, even as it causes the numbers of xyr enemies to grow.
System: For each success on the Willpower roll, the target loses 1 dot of Allies, Contacts, Influence, or Retainers. This may reflect friends and allies who have become angry with the character and turn their backs on xem, it may reflect contacts and allies who are simply unavailable for a time, or it may actually result in such characters being injured or even dying due to ill fortune. Alternatively, the player may choose to spend some or all of the successes to give the target a new Enemy (as per the Enemy Flaw) who arrives to pursue a vendetta against the character. Regardless, the effects manifest within a week, and the player of the targeted character may neither regain lost Backgrounds nor remove the Enemy Flaw without learning about and neutralizing the curse.
The ultimate expression of this malefic path, the Eye That Wounds does not require time to establish a chain of ill fortune. It strikes immediately. The ashipu must make eye contact with zir target and utter some exclamation pertaining to a characteristic of xyrs. It can be praise or insult, sarcasm or fury, but whatever form it takes, the target is immediately struck with an agonizing injury that damages that characteristic.
System: While the curse allows for flexibility, the default assumption is that for every 2 successes (rounded up), the target (or object, if the curse is directed towards a possession of the target) suffers 1 level of Aggravated damage. Generally, even a single level of damage is sufficient to slay an animal or destroy most objects. If used against a mortal, this power will permanently maim xyr. If used against a Kindred, the curse will inflict damage shaped by the ashipu’s words. If ze compliments xyr beautiful eyes, xe will be burned and xe might be rendered blind until xe can heal. If ze mocks xyr honeyed words, the curse might burn out xyr tongue and leave xem unable to speak. This curse may be transmitted through an effigy, but the normal Difficulty penalty imposed for using an effigy increases by +2 (see Principles of Contagion and Sympathy).
Using Babylonian astrology techniques, the ashipu can study the stars to gain insight into zir enemies. To cast a horoscope of a mortal, the ashipu must know xyr birth name, as well as the location and the date of xyr birth. To cast a horoscope for a vampire, the ashipu must know both of those and also the date of xyr Embrace. Armed with such knowledge, the ashipu can both learn zir enemy’s innermost secrets and target xem more effectively with zir magic.
System: Each success allows the ashipu to discover 1 secret about the target of the horoscope, chosen from the following: Nature, primary aptitudes (i.e. Traits rated at 3 or higher), Flaws, or major tragedies from xyr life (or unlife). Alternatively, the ashipu may use the horoscope in conjunction with an effigy to improve the efficacy of sympathetic magic, with the successes on the ritual roll reducing the Difficulty penalty applied to such rolls. However, the ashipu may not use a horoscope to reduce the dice penalty by more than zir Dur-An-Ki rating, nor may ze use it to reduce the penalty to less than 0.
All Assamites on some level accept the possibility that one night they might fall in battle. If that fateful night should come, Assamite Sorcery has provided a way that the clan can reclaim what is rightfully theirs. By standing on bare earth under the open night sky, the Sorcerer asks for zir blood to be transported back to the Mountain upon the moment of zir Final Death. Here, under the ceremonial supervision of fellow Assamite Sorcerers, the blood becomes one with the Heartblood of the clan, rejoining the blood of Haqim from which it is ultimately descended.
System: The effects of the ritual last until a number of sunrises pass equal to the number of successes rolled during the casting. When the Sorcerer reaches Final Death, all of zir blood seeps out through their pores and is claimed by the earth, mystically transporting it to Alamut. If the moment of Final Death comes as the result of being diablerized, the would-be diablerist feels all of the blood gained from the Assamite clawing its way out of xem, causing a number of Lethal damage equal to the successes rolled in the casting of the ritual. It seeps through xyr pores and is sucked into the ground. The diablerie is still considered successful, but no blood is gained from the act, which could provoke a hunger frenzy check.
Ever since the nights of the Second City, the Assamites have fought against demonic forces. Mundane physical weapons normally have no effect upon such ephemeral beings, but Assamite Sorcerers have long-known the secret of enchanting a blade so that it can strike demons.
The Sorcerer first obtains an obsidian dagger with an iron handle. This may be prepared by the Sorcerer or otherwise obtained — the significance is in the composition of the weapon rather than the method in which it is created. Next, ze prepares a chamber where no light can naturally enter. This ritual must be cast in complete darkness, or it automatically fails.
The following must be present in the chamber, but can be real or depicted in any way the Sorcerer chooses: a collection of water, representing the primordial ocean, and a block of hardened clay, representing the Sumerian Tablet of Destinies.
The Sorcerer invokes the name of the Sumerian hero Marduk in any way ze desires, as long as ze is calling upon his aid to strike at the forces of Tiamat, the forces of chaos and darkness. While chanting, the Sorcerer lets the blade taste zir blood.
After 10 minutes of invocation, if the roll is successful (which also incurs 1 Lethal damage from the bloodletting), the ritual is complete. The obsidian blade becomes completely insubstantial, leaving only the handle solid. The blade now appears as a slowly swirling column of smoke extending from the handle but generally retaining its former shape. It remains in this fashion until a number of sunrises pass equal to the number of successes rolled. Afterwards, the smoke dissipates and the obsidian blade is gone forever (thus requiring a new blade to be obtained for a new casting).
System: Given that the enchanted blade is now insubstantial, it cannot be used in conjunction with Quietus powers such as Baal’s Caress. However, the blade can now strike at incorporeal entities such as demons, ghosts, and spirits when they enter this plane of existence. It passes harmlessly through solid objects and flesh, and thus may be used to strike at possessing entities without damaging the host. Importantly, the enchanted blade may be used by anyone, not just the caster, and the user does not need to know Assamite Sorcery to benefit from its properties. All users do damage with the blade against demons, ghosts, and spirits as though they were fighting a normal, physical opponent.
This ritual is important to all ashipu who seek enlightenment, but its effects have been duplicated by a number of blood magicians from a number of schools who abuse its ancient pedigree for a baser purpose: getting high. The ritual allows the blood magician to ritually infuse vitae into hashish so that Kindred may imbibe it through a hookah and become intoxicated.
System: The sorcerer must obtain a quantity of hashish and soak it in a quantity of zir own blood. The ratio is fairly high — 20 ounces of hashish is soaked in 1 point of blood, and the process (which takes 3 full nights) yields only 1 ounce of kalif per success. The “quality” of the kalif is determined by the Generation of the vampire whose blood was used in the ritual (which need not be that of the Sorcerer). Each dot of Generation increases the quality by +1, so kalif successfully infused with the vitae of a 9th Generation vampire would have a quality of 4.
To properly use the kalif as part of a Dur-An-Ki ritual, 1 ounce of it must be placed into a hookah along with specially prepared rosewater. After smoking for at least half an hour, the player of the imbibing character must roll Stamina + Fortitude (Difficulty 6, with a dice penalty equal to the quality of the kalif used in the ritual). There is something of a “sweet spot” that the Sorcerer must reach. If the Sorcerer fails or botches, ze becomes too intoxicated to do anything more than continue to enjoy the kalif (and for many Kindred, that’s enough). On the other hand, if the player rolls more successes than the character’s Dur-An-Ki rating, the character doesn’t get high at all and must continue smoking for another half hour interval before rolling again.
Only a number of successes greater than 0 but equal to or less than the character’s Dur-An-Ki rating allow for zir to reach the ecstatic state required to properly use kalif in further rituals. If the proper number of successes are rolled, the character enters a state of heightened awareness in which Dur-An-Ki is easier to perform. For the rest of the scene, the Difficulty of any roll related to Dur-An-Ki Paths or rituals is reduced by an amount equal to half the quality of the kalif.
This Assamite Sorcery ritual is native to the lineage of Al-Aziz, and only known to these Sabbat practitioners. It is said that the first member of this lineage created it to assist in her flight from the Mountain of Alamut, and taught it to her childer thereafter. It is a corruption of the ritual “Infusion of Kalif.”
This ritual constitutes a powerful hex, causing its target’s spirit to deteriorate slowly while under the effect of this spell. Other magical casters can feel when this ritual is in effect, and receive instinctive knowledge of the general direction and distance to the caster.
System: The Al-Aziz must spend an hour in ecstatic dance, chant, and meditation. Using the birth name of zir victim and a small token belonging to that individual — a lock of hair, or some item of personal significance — ze targets zir spell upon that person. The caster must make a Wits + Occult roll (Difficulty 7). For each success, zir reduces the target’s level of Thaumaturgy in xyr primary Path by 1 dot. The effects of this ritual last until the next sunrise, or until the caster releases the spell or is destroyed.
Mithra is the Zoroastrian angelic deity of oaths and covenants. By recreating his legendary bull-slaying, Assamite Sorcerers can confer his blessing on an operation against a single target.
First, the Sorcerer ritually cleans an underground chamber and positions a bull which will be sacrificed. The Sorcerer and participants gather over the bull and chant the name of a single target for 1 hour. Each participant then smears a point of their own blood on the blade of a two-handed sword. In unison, the participants chant the target’s name one last time and the Sorcerer plunges the blade deep into the throat of the bull to complete the ritual. As one, the participants kill the bull, and as one, they vow to kill their target.
Not all the participants need to know the ritual in order to take part, only the presiding Sorcerer. In order for the ritual to be cast, it must have at least 2 participants and no more than 7.
System: When the participants make an attack in unison against the selected target, a number of them (equal to the successes achieved in the casting) can propel themselves up the initiative order to act 1 round before the target. For example, 4 Assamites are attacking a target. The target acts on initiative 10, but 3 of the Assamites roll initiatives of 9, 9 and 7 respectively. 2 successes were achieved in the casting, allowing 2 of the 3 stragglers to act on initiative 11 instead. The 3rd remains on zir original initiative order. The ritual only grants its benefit if all of the participants (including the Sorcerer) actively engage their target at the beginning of the combat.
In addition, each participant in the combat has a bonus (equal to the successes in the casting) to any Alertness rolls for that scene. The effects of the ritual last until the following sunrise, or until the end of the first combat against their target, whichever comes first.
In imitation of the rituals supposedly used by the goddess Ishtar when she prepared the great Bull of Heaven to face Gilgamesh, this ritual allows the ashipu to enchant and command an animal to do its bidding. The result is similar to the Animalism power Subsume the Spirit.
System: The ashipu must drink from the animal while simultaneously feeding it blood. 1 point of blood is sufficient for any animal smaller than a man. 3 points is required for any animal larger than man-sized, up to the size of a bull. Animals larger than a bull cannot be used for this ritual. Upon receiving the blood, the animal immediately becomes a ghoul, gaining 1 dot of Potence and 1 dot of either Fortitude or any other Discipline possessed by the ashipu which does not require sapience (such as Dominate or Dur-An-Ki). For the remainder of the night, the ashipu can reflexively direct the animal at will and see through its senses while retaining zir normal awareness of zir surroundings.
The ashipu must fashion a sympathetic connection to a target out of a talisman small enough to be swallowed. Then, ze must swallow it, wait an hour, and then cut the talisman out of zir own belly. Other Sorcerers may assist in this undertaking, which inflicts a minimum of 2 levels of unsoakable Lethal damage on the one performing the ritual. Until the next inauspicious night, any Kindred who holds the talisman will find that the spirits bless zir efforts to kill the target.
System: To determine how long the ritual lasts, the ashipu must first use the Horoscope ritual against the target or, if the birth date and death date of the target is unknown, ze may cast a Horoscope for the assassin who will wield the talisman. In the latter case, only that assassin may benefit from the talisman’s properties, but in the former case, anyone can use the talisman. When Horoscope is used in conjunction with this ritual, the talisman will function for a number of nights equal to the successes rolled for the Horoscope. During that time, any roll made by the bearer of the talisman which brings zir closer to killing the target benefits from a Difficulty reduction equal to the successes rolled for this ritual.
This ritual is the means by which Assamites can continue to reduce their Generation despite the limitations imposed by the Tremere Curse. It is also the mechanism by which the Sorcerer caste maintains some influence and control over the clan despite their small numbers, as the ritual’s difficulty means that only very experienced sorcerers can use it. The Sorcerer creates an alchemical substitute for vampiric blood, allowing an Assamite who drinks enough to decrease zir Generation. The ingredients include a wide variety of chemicals, herbs, and other exotic materials, but the most important ingredient is Kindred blood.
System: To reduce the drinker’s Generation by 1 level, the potion must incorporate a number of blood points from vampires of lower Generation than the drinker equal to 4 times the maximum blood point value of the desired Generation. For example, an Assamite who sought to reduce zir Generation from 8th to 7th would need to procure 28 points of blood from Kindred whose own Generation was 7th or lower. Regardless of how much vitae that is, the result of the alchemical process will evaporate down into a thick sludgy material that the imbiber must consume in a single attempt.
The potion is foul, and requires the imbiber to successfully roll Willpower (Difficulty 9). If that roll succeeds, the Assamite must then successfully assimilate the blood into zir body. This requires an extended Willpower roll (Difficulty 9), seeking 15 successes for a new Generation. Failures don’t stop the process, but they do deal 6 dice of Lethal damage apiece (soaked normally). Assimilation is so painful and distracting that any attacks made against zir during this time face a Difficulty of only 2.
By meditating on the universe, the Sorcerer can look down on zir enemy with the eyes of Heaven. The ashipu must enter an ecstatic trance. Then, ze must concentrate on an individual by studying an effigy of xem. The effigy must incorporate at least a recent photograph of the target, if not something with a stronger connection. This ritual cannot be achieved with just the target’s name.
System: Each success allows the player to ask 1 question about the target’s current location and activities.