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Assamite Paths of Sorcery
Sorcery Paths are broken in to Common, Uncommon, and Rare Paths.

Assamite Sorcery is different in many ways from Thaumaturgy. It's Magics are never cast the same way twice and a character's can not learn both forms of the Magics. The following Paths should be considered rare and Assamite Sorcery exclusive. Assamites have developed some paths that functions with no noticable difference from Thaumaturgy, those Paths are listed below.

From a purely mechanical 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 truly disparate to be "structured" in any real sense.

A common means of practicing Assamite Sorcery is one involving the sorcerer to be beneath the effects of kalif. Kalif derives from the leaves and resins of a plant grown through sorcerous means; it's conscience altering properties makes mundane drugs seem tame by comparison. The effects of this mind altering drug allows the Sorcerer to have numerous visions and expand their mind to be more random and open; allowing more freedom when casting their magics.

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. In the words of the Arab philosopher al-Kindi, whom many sorcerers and viziers revere as a spiritual forefather, "we should not be ashamed to acknowledge truth from whatever source it comes to us, even if it is brought to us by former generations and foreign peoples. For him who seeks the truth there is nothing of higher value than truth itself."

The sorcerers took this and similar admonitions to heart, and still pay heed to such advice in the modern nights. The twin watchwords of Assamite blood magic, which seem slightly contradictory to many initiates, are discipline and pragmatism.
Common Paths

Defending the Mountain (as per the Hearth Path)
Availability = Common

Elemental Mastery (as per Elemental Mastery)
Availability = Common

The Green Path (as per The Green Path)
Availability = Common

Hands of the Magi (as per Lure of Flame)
Availability = Common

Movement of the Mind (as per Movement of the Mind)
Availability = Common

Path of Life's Water (as per Path of Blood)
Availability = Common

Weather Control (as per Weather Control)
Availability = Common


Uncommon Paths

Path of Conjuring (as per Path of Conjuring)
Availability = Uncommon

The Covenant of Enki (as per Neptune's Might)
Availability = Uncommon

Sulecman's Laws (as per Spirit Manipulation)
Availability = Uncommon

The Way of the Dreamer (as per Oneiromancy)
Availability = Uncommon


Rare Paths

Alchemy (as per Alchemy)
Availability = Rare

Assamite Alchemy
Availability = Rare
Learning requirements = Abilities - Occult, Alchemy, Assamite Lore x3 and Assamiste Sorcery, Quiteus. The levels of these Abilities and Powers must all be higher than the level of Assamite Alchemy you wish to buy. The advanced level can only be taught by someone with mastery of Occult and Alchemy Ability of level six, as well as the advanced in Blood Sorcery or Path of Blood. This is essentially only an extremely rare Assamite power.

All uses that are coated on weapons follow the standard set whereas as many traits can be added as there are traits in the weapon. These applications will become inert if used in combination with any other power of the blood that may be coated on a weapon.

This is one of the greatest weapons of the clan, and one of the greatest secrets. The secret of this power is controlled by the loyal Sorcerers of the Assamite clan, and is bestowed only on those who are to be the fiercest warriors. Possession of this power is considered uncommon for Loyalists and Sabbat Assamites, and is considered Rare to any Assamite who has relations with the Camarilla. Pupils of this art are often under strict scrutiny, and will be collected for judgment if found conversing with the enemy or teaching this sacred art.

Level One - Plague Dust:
This is a dry substance that may be reconstituted with blood to coat a weapon or to be orally consumed. It costs one blood trait to make each prepared dry trait, and it costs one trait to reconstitute. When used in combat it will cause the target to be reduced two physical traits per successful hit. If the target is reduced to zero physical traits, she must spend blood or willpower to replace those traits or remain completely paralyzed. If consumed orally, each trait imbibed will reduce two physical traits. This mixture can be prepared in a mortal host, making them weak and unable to defend themselves, allowing a tasty feast to unsuspecting kindred who will in turn become affected.

Level Two - Bitter Dust:
This is a dry substance that may be reconstituted with blood to coat a weapon or to be orally consumed. It costs one blood trait to make each prepared dry trait, and it costs one trait to reconstitute. This is also a dry substance that resembles Poison Blade. It is stored in a fine powder and only lasts an hour after being reconstituted with blood, but may be spread on weapons to do aggravated wounds. If the substance is consumed, it will deliver one aggravated wound per trait consumed. Due to the nature of the mixture, it will only make mortals seriously ill, but will cause damage to any kindred who drinks from that mortal within one hour of the infection.

Level Three - Bloodwater Dust:
This is a dry substance that may be reconstituted with blood to coat a weapon or to be orally consumed. It costs one blood trait to make each prepared dry trait, and it costs one trait to reconstitute. This power creates a mixture that removes the supernatural nutrients from blood. When used on a weapon it will destroy one trait of the target's blood with each successful strike. If a vampire feeds on a source tainted with this mixture, the traits received will be useless and each trait drained will in turn corrupt another. Instead of gaining blood traits, they lose them. Mortals may be infected with this poison for one night, but it will not have any affect on them, only any kindred who drink from them.

Level Four - Silenced Blood:
In addition to the usual requirements of Alchemy, this formula requires the ritual of Principle Focus of Vitae Infusion, or an equivalent ritual mastered by the alchemist. The process requires a trait of blood from the individual that is being mimicked, and that trait is eventually fused into a mystical stone about the size of a large pill. When the stone is consumed, the user will suffer an aggravated wound from internal injuries caused by the transformation of the blood. However, for the next hour, the user will be identified in a blood test as the mimicked character. Any blood taken from the user during this period will remain transformed once it has left his body.

Level Five - Accursed Death:
This is a dry substance that may be reconstituted with blood to coat a weapon or to be orally consumed. It costs one blood trait to make each prepared dry trait, and it costs one trait to reconstitute. This is the most potent of the Assamite Alchemy weapons. When a kindred is hit with this weapon, his blood transforms into an Assamite mixture bestowing the effects of their once vile curse. This process causes the target to lose the trait, as it is no longer useful, and receive an aggravated wound. When taken as a drink, or consumed from a mortal host, a simple test is performed for each trait currently in the kindred s system (not the number of traits consumed) to reveal the results. If the test is won, the trait is merely unusable. If the test is tied, the trait is unusable and delivers a lethal wound. If the test is lost, the trait is unusable and delivers an aggravated wound.

Awakening the Steel (as per CB: Assamite)
Avalability = Rare
Learning requirements = Abilities - Occult x3, Assamite Lore x1
Casting Requirements = Physical Touch or Line of Sight
Confer with the Blade - As per CB: Assamite
Grasp of the Mountain - As per CB: Assamite
Pierce Steel's Skin - As per CB: Assamite
Razor's Shield - As per CB: Assamite
Strike at the True Flesh - As per CB: Assamite

Echo of Nirvana (as per The Focused Mind)
Availability = Rare

Fists of the D'jinn (as per Hands of Destruction)
Availability = Rare

Fouling Life's Water (as per Path of the Blood's Curse)
Availability = Rare

Hunter's Wind (As per Blood Magic: Secrets of Thaumaturgy)
Availability = Rare
Learning requirements = Abilities - Occult x3, Assamite Lore x3
Casting Requirements = Verbal

First Basic - Scent of Deception: (As per Blood Magic: Secrets of Thaumaturgy)
The Sorcerer may alter or eliminate his scent. If he chooses to eliminate his scent, individuals attempting to track him receive a -5 Trait penalty to their tracking attempts and he may use his Occult Ability to retest against his pursuers. If he chooses to alter his scent to that of another individual (to incriminate someone else in an assassination 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 deadening of a scent. In many ways this is like Mask of 1000 faces for smell, with the additional effect that the power lingers.

Second Basic - Chameleon's Skin: (As per Blood Magic: Secrets of Thaumaturgy)
This power is in all ways like the Visceratika power Skin of the Chameleon.

First Intermediate - Unassuming Pose: (As per Blood Magic: Secrets of Thaumaturgy)
The sorcerer may make himself unnoticed by those perusing him 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 Wind. So long as he remains within a group of at least two other characters and does not look entirely out of place. Example: Dressed like a bum at a Ventrue board meeting, or a clown at the local biker bar would be a dead give away. If the Auspex rating is equal to or greater than the Sorcerer's Hunter's Wind rating than the character must make a Mental challenge with the sorcerer to notice his target. Just like obfuscate unseen presence, he will be completely ignored by all those around him including the crowd he has faded into.

Second Intermediate - Whiff of Khalif: (As per Blood Magic: Secrets of Thaumaturgy)
The sorcerer may engage any and all targets that are paying attention to him in a mental challenge. If he succeeds they become blissfully unaware of their surroundings for 15 minutes or the remainder of the scene which ever comes first. If an obvious threat becomes present or a noticeable combat ensues this power ends immediately.

Advanced - Ghost Body: (As per Blood Magic: Secrets of Thaumaturgy)
With the expenditure of three Blood Traits (instead of the usual one for thaumaturgy) the sorcerer becomes completely intangible, and invisible. He cannot use any disciplines while in this form. He cannot hear, but he can see, though strange visions have been known to haunt a sorcerer while in this realm (possibly ghosts or nearby astral travelers). He can be detected in the same manner as one would attempt to detect those on the astral plane. He can be attacked by other ghost bodies, or by astral travelers who have detected him. However, a Ghost Body cannot be lost to the astral plane nor does he suffer any real damage or wound penalties, he is simply knocked back into the "real" world if his 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, his normal Health levels, and Occult as retests. Note: Someone in Astral Projection does 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 he may not attack him. Note: Though a combat for the Ghost Body is physical, no disciplines can be used, as such Potence and Fortitude do not apply. Though, he may heal as normal with blood. Also Note: Should the Assamite be in Blood of Potency before he enters the ghost body plane he retains all its benefits. Travel limitations for Ghost Body:

You only travel at your normal unaided walking/running pace.
You cannot benefit from vehicular travel.
You can walk through walls.
You cannot go under ground though you may travel through floors to lower levels of buildings.

Path of the Ailing Jackal (as per Path of the Father's Vengeance)
Availability = Rare

Path of the Dead (as per Spirit Thaumaturgy)
Availability = Rare

Way of Ashur (as per Path of Mars)
Availability = Rare

Way of the Levinbolt (as per Path of Levinbolt)
Availability = Rare

Whispers of the Heavens (As per Libellus Sanguinus III)
Availability = Rare
Learning requirements = Abilities - Occult x 5, Assamite Lore x 4
Casting Requirements = View of the skies, Verbal
(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 at all if the sorcerer cannot see the sky.)

Basic - Map the Skies: (As per Libellus Sanguinus III)
The player performs a Static Mental challenge against a difficulty of 4. If successful he then performs a simple test with the following results:

Loss - He is aware of his location within 100 miles.
Tie - 1 mile
Win - 10 yards

Basic - Read the Heaven's Plans: (As per Libellus Sanguinus III)
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. Which could very well mean that he will be making a deal with the Followers of Set sometime soon.

Intermediate - Call Down the Hunter's Moon: (As per Libellus Sanguinus III)
"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 that 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.

Intermediate - Trace the Soul's Favor: (As per Libellus Sanguinus III)
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. He then enters 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.

Sample responses are as follows:
"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: (As per Libellus Sanguinus III)
You can perceive any scene that is occurring beneath the same stars that he sees (roughly 100 miles). You 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. You 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. Also note that each turn you wish to perceive the scene costs a blood trait as with any use of thaumaturgy.

Tremere Thaumaturgy Paths | Assamite Sorcery Paths | Necromancy Paths
Basic Tremere Rituals | Intermediate Tremere Rituals | Advanced Tremere Rituals
Assamite Sorcery Rituals | Sabbat and Anarch Rituals | Necromancy Rituals
Discipline Rituals | Infernal Rituals



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