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Assamite Sorcery Packet

A Genre Resource Written for One World by Night


By David Herold & Bryan Delius
[September 28th, 2006]

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 OWBNs 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.

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) that
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.
Mechanics of Sorcery
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 as such they are
not cross-compatible. The sorcerer castes practices are the result of many millennia of adaptation and melding, and are 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 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.

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.

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. 3839), 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 servants 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 Hunters 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 wont 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 that God dwells in a world
of pure ideas. In ancient times sorcerers thought that the realm of archetypes lay outside the shell of the stars. Modern
sorcerers know that 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 that 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
Praying 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 all that is happening during the day and seeking guidance as the day 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 that sometimes accompany prayer are: anointing 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 relating to prayer would be 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 ones sense of purpose and dulled the sharpness of
their mind, the sorcerers have dubbed this the Station of Ultimate Rapture. Sorcerers eventually suspected that there was to be
more to their magic than the Station of Ultimate Rapture they believed this state hid from them the way to become bloodgods.

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 Aspirants (rank 1), unless they meets all of the
requirements for the next rank. The highest rank that any PC may begin with is that of Associate (rank 2). To attain any rank
higher than Associate requires contacting the Assamite Coordinator (see Assamite 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 that they seek; Theology, Meditation, and Astrology. (ex. 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 is to
represent the degree of discipline and understanding of the universe that anyone who wishes 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 is assuming that they manage to pierce the Veil of Truth to acquire new knowledge to begin with.
All sorcerers must select a primary path at creation. Suitable primary paths are denoted in this packets Assamite Sorcery Paths
section of this packet with an asterix *. For every level gained in a sorcerers 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). A sorcerer may not learn any ritual that is a higher
level than they have in their primary path.
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 PCs 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 students 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 that they are willing to teach their magic. Like the
Tremere they would prefer to sell their services rather then teach them. Give a man a fish he eats for a day. Teach a man
how to fish, he doesnt need you anymore.
If an individual is chosen she should have gone to considerable lengths for clan Assamite. The applicant should be worthy of
Clan Friendship (Assamite Coordinator approval required), and still only the more mundane paths (Weather Control,
Movement of the Mind, etc) should be made available. Regardless of the situation, the Assamite Coordinator must
be contacted before any non-Assamite PC may learn Assamite Sorcery.

Teaching Assamite Sorcery:

A sorcerer can only teach paths or rituals that are equal or lower in rarity and rank as they are, provided that the student
meets all of the requirements needed in order to successfully achieve and retain the knowledge. (ex. 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 especially important for the 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. It is advised that any sorcerer intending to do such,
do so with the aid of another accomplished sorcerer of equal or greater rank or understanding of the finer workings of
sorcery. The player and storyteller(s) are encouraged to work with the Assamite Coordinator so that all parties involved may
discuss potential implementation of the proposed path or ritual prior to it coming into play.
Creating a completely new path or ritual can open up some serious problems if storytellers are not careful. It is recommended
that a new power should rarely have combat applications. Carefully consider anything that has application in challenges with
others (PC or NPC) or duplicates another discipline. Things that effect mortals and inanimate objects are good ideas.
Examples: If you open this book everything written will disappear you cant read what Ive written in this book its just
gibberish to you. The practitioner can perform and enjoy sex as if they were mortal. Kindred would pay heavily for such
luxuries that most power gamers would consider useless.
Further, it is suggested to the storytellers that any character that is working on creating a path or ritual, enters each game
session several blood traits down. 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, Retainers, 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: 1 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 years

Path and Ritual Conversion:

Individual Sorcerers, especially elders, may have researched paths and rituals from other clans that are 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. When it comes to converting paths of rituals from another variant of blood magic,
all time requirements are doubled. This is representative of the immense amount of understanding and time required to break
down and essentially reverse engineer a paradigm of magic that is in most cases quite foreign to the sorcerer. In these rare
instances Assamite Coordinator approval is required, as they will also need to communicate with the genre coordinator
that oversees the blood magic that is being converted before these paths or rituals may 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 has been 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 a mentor (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 that is required to guide the PCs steps, and if the they have
been making 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 by using 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) are presented to them as a means in which to learn Assamite sorcery.
The paths and rituals rarity scale has changed from a 1-4 rating system to a 1-5. This change came about for several reasons.
First, it is done in the interest of bringing the Assamite sorcery rarity rating system more inline with other rarity rating
systems throughout OWBNs blood magic packet. Secondly, it will also provide a scale that is much more conducive with
our plan to further define and establish the Assamite caste ranking structure that has nominally been in play for several years.

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 that the amount 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 Coordinator notification is required for PCs, unless otherwise noted]
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:

Clan Assamite is unique in that they have three castes (also described sometimes as sub-bloodlines in the Assamite Clanbook
revised) with in their clan. There is a reason that Haqim had created three castes after all, and each one of these castes has
their own distinct role with in the clan, even into modern nights. The Assamite clan is an extremely hierarchal clan, especially
when it comes to following ways of tradition and minding ones elders in this case ones progenitor. This is not to say that
the clans elders are entirely blind to individual necessity. For example, as mentioned it is not unheard of for a member of the

Vizier caste to eventually gain approval and preliminary training to learn sorcery as an aid to them in research and record
keeping. A warrior on the other hand would be hard pressed to convince elders of their caste that they are ready to learn
sorcery such proclamations usually lead to the warrior proving that they truly are, by facing their own caste elders in
combat, if they survive this ordeal, they then must face the elders of the Sorcerer caste, who if they are lucky will find this
bold request amusing at best.
The following table establishes what rank a particular Caste & Sect is expected to have achieved prior to learning sorcery. It
also defines access restrictions which adhere to the Rarity Ratings section of this packet. As you can see, there is a significant
difference in what a non-traditional sorcery student can expect to learn Sect affiliation plays a significant part as well. Those
outside the social norm simply do not have the luxury of access to the Sorcerer castes expansive library, nor the proper
guidance and training to grasp the concepts they are presented should they seek to learn through inferior methods.
Example #1: A Dispossessed/Anarch Sorcerer who had attained the rank of Master (Rank: 3) would be treated as though
they were 1 rank lower than normal due to the limited access to libraries and instruction. This means that had they been a
Loyalist or Schismatic Sorcerer they would have normally had potential access to Rarity 3 paths and rituals, but instead they
only have access to Rarity 2 paths and rituals. Note: They do however retain the title they had rightfully earned.
Example #2: A Schismatic Vizier who has attained the rank of Distinguished Master (Rank: 4) would be treated as though
they were 2 ranks lower than normal due to being of non-traditional caste, and in turn having limited access to libraries and
instruction. This means that had they been a Loyalist or Schismatic Sorcerer they would have normally had potential access to
Rarity 4 paths and rituals, but instead they only have access to Rarity 2 paths and rituals. Note: This also means that even a
Full Master (Rank: 5) Vizier Schismatic/Loyalist could only ever expect to gain access to Rarity 3 paths and rituals.
Example #3: A Loyalist Warrior who has attained the rank of Hagakure (Rank: 4) would be treated as though they were 3
ranks lower than normal due to being of non-traditional caste, and in turn having limited access to libraries and instruction.
This means that had they been a Loyalist or Schismatic Sorcerer they would have normally had potential access to Rarity 4
paths and rituals, but instead they only have access to Rarity 1 paths and rituals. Note: This means that even a Sharur
(Rank: 5) Warrior Loyalist could only ever expect to gain access to Rarity 2 paths and rituals.
Caste & Sect
Sorcerer
Vizier
Warrior

Schismatic/Loyalist
As per normal
As if they were 2 ranks lower
As if they were 3 ranks lower

Dispossessed/Anarch
As if they were 1 ranks lower
As if they were 3 ranks lower
As if they were 4 ranks lower

Antitribu (S)
As if they were 3 ranks lower
As if they were 4 ranks lower
N/A

(S) There are very few Assamite Antitribu Sorcerers or Viziers left in the Sabbat (and very few to begin with). The vast
majority of the Assamites of the Sabbat that did know sorcery were largely once a part of the Black Hand, and most of those
high profile members (WW NPCs) have since abandoned the Sabbat altogether returning to Mt. Alamut or joining the ranks
of the Dispossessed see WW2428: Caines Chosen the Black Hand.

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.

Common Paths: (Rarity: 1 / Rank: Aspirant) * =Primary path option, (**) =Assamite Coord approval, (A) =Assamite Only
Path Name
Elemental Mastery*
Lure of Flames*
Movement of the Mind*
Spirit Manipulation*
Weather Control*

Preferred name for path


Elemental Mastery
Hands of the Magi
Movement of the Mind
Sulecmans Laws
Weather Control

MET rules reference


MET: CG, pg. 77
LotN (revised), pg. 178
LotN (revised), pg. 180
MET: CG, pg. 89
MET: CG, pg. 93

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


Path Name
Alchemy
Green Path, the
Hands of Destruction

Preferred name for path


Alchemy
The Covenant of Ashnan
Fists of the Djinn

MET rules reference


MET: StG, pg. 47
MET: CG, pg. 78
LotN (revised), pg. 183

Neptunes Might*
Path of Blood
Path of Conjuring

The Covenant of Enki


Path of Lifes Water
Path of Conjuring

MET: CG, pg. 81


LotN (revised), pg. 177
LotN (revised), pg. 182

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


Path Name

Preferred name for path

MET rules reference

Focused Mind, the


Hearth Path, the
Hunters Winds, the* (A)
Oneiromancy
Path of Fathers Vengeance
Path of Mars

Echo of Nirvana
Defending the Mountain
Hunters Winds, the
The Way of the Dreamer
Path of the Ailing Jackal
The Way of Ashur

MET: StG, pg. 50


MET: StG, pg. 51
BM:SoT, pg. 123
MET: StG, pg. 54
MET: SG, pg. 127
MET: SG, pg. 125

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


Path Name
Awakening of the Steel (A)
Path of Bloods Curse
Path of Curses
Path of Technomancy
Way of Warding
Spirit Thaumaturgy
Way of the Levinbolt

Preferred name for path


Awakening of the Steel
Fouling Lifes Water
Path of Curses
Reading the Skys Thoughts
Way of Warding
Path of the Dead
Wielding Ishkurs Spear

MET rules reference


Assamite:CB (revised), pg. 74
MET: StG, pg. 56
MET: StG, pg. 58
MET: CG, pg. 86
Dark Ages Companion
MET: LoE, pg. 74
Tremere:CB (revised), pg. 51

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


Path Name
Whispers of the Heavens (A)

Preferred name for path


Whispers of the Heavens

MET rules reference


Libellus Sanguinis:3, pg. 68

Table Top Converted Assamite Sorcery Paths:

The paths listed below have been converted from White Wolf table top sources. The Assamite Coordinator has implemented
these paths 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.

The Hunters 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 that go above and beyond the vampiric discipline of Obfuscate. Assamite magic do more than merely blind a
person to their presence or confuse a targets senses: Those benefiting from the Path of the Hunters 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 that of 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 sorcerers retest and Investigation being the investigators 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.

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
Hunters 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 Sorcerers Hunters 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 that 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 that are 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, which ever 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 (that 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 that were activated prior to the activation of Ghost Body remain in effect per their normal duration.

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 that a student of this path learns is that of 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 Heavens 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 evens 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 that he
will be making a deal with the Followers of Set sometime soon.

Intermediate

Call Down the Hunters 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 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 princes chamber he is one trait up on the security test. However, once he enters
combat Mohameds 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, etcStorytellers 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 Souls 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 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.
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 that is occurring beneath the same stars that 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 that 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.

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


Basic Rituals (B-1):
Blood Call (A)
Blood of Peace (A)
Calling the Restless Spirit
Communicate w/ Kindred Sire
Defense of the Sacred Haven
Deflection of the Wooden Doom
Donning the Mask of Shadows
Encrypt Missive
Engaging Vessel of Transference
Extinguish
Eye of the Translator (A)
Incantations of the Shepard
Open Passage, the
Principal Focus of Vitae Infusion
Purify Blood
Purity of the Flesh

Preferred name for ritual


Blood Call
Blood of Peace
Nergals Call
Speak w/ Sire
Curtain of Will
Turn the Impaling Shaft
Blanket of Night
Loyal Eyes
Falsely Sealed Vessel
Quench
Eye of the Translator
Shepards Silent Vigil
Passage of Ghul
Draught of the Pebble
Purify Blood
Purity of the Flesh

MET rules reference


MET: LoE, pg. 86
MET: LoE, pg. 86
MET: LoE, pg. 80
LotN (revised), pg. 185
LotN (revised), pg. 185
LotN (revised), pg. 185
MET: LoE, pg. 80
MET: StG, pg. 65
LotN (pre-revised), pg. 102
MET: StG, pg. 66
Libellus Sanguinis: 3, pg. 70
TT: CG, pg. 110
LotN (revised), pg. 185
LotN (revised), pg. 186
Tremere: CB (revised), pg. 57
TT: CG, pg. 110

Rebirth of Mortal Vanity


Sanguineous Phial
Scent of the Lupines Passing
Scribe, the
Sense the Mystical
Serenading of the Kami
Wake with Evenings Freshness
Ward vs. Ghouls
Warding Circle vs. Ghouls
Whispers of the Ghost

Don the Lions Mane


Preserve Lifes Water
Wolves Secret
Scribe, the
Sense the Mystical
Serenading of the Kami
Black Sunrise
Ward vs. Ghouls
Warding Circle vs. Ghouls
Speech of Heaven

MET: StG, pg. 67


MET: StG, pg. 68
LotN (revised), pg. 186
MET: StG, pg. 68
MET: StG, pg. 68
BM: SoT, pg. 91
LotN (revised), pg. 186
LotN (revised), pg. 186
TT: CG, pg. 111
MET: StG, pg. 69

Intermediate Rituals (I-1):


Binding the Beast
Bladed Hands
Bone of Lies
Gentle Mind
Illusion of Peaceful Death
Messenger of the Winds (A)
Stolen Kisses
Ward vs. Kindred
Warding Circle vs. Kindred
Watcher, the

Preferred name for ritual


Shackle the Predator
Qingus Wicked Hand
Stain of Guilt
Haqims Will
Departing with Grace
Messenger of the Winds
Tap the Hidden Well
Ward vs. Kindred
Warding Circle vs. Kindred
Watcher, the

MET rules reference


MET: LoE, pg. 82
MET: LoE, pg. 82
LotN (revised), pg. 186
MET: LoE, pg. 83
MET: LoE, pg. 84
Libellus Sanguinis: 3, pg. 71
MET: StG, pg. 71
TT: CG, pg. 113
TT: CG, pg. 111
MET: LoE, pg. 85

Advanced Rituals (A-1):


Ghost in the System
Ward vs. Spirits
Warding Circle vs. Spirits

Preferred name for ritual


Call of Lamashtu-Nabu
Ward vs. Spirits
Warding Circle vs. Spirits

MET rules reference


BM: SoT, pg. 97
TT: CG, pg. 114
TT: CG, pg. 110

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


Basic Rituals (B-2):
Bind the Accusing Tongue
Blood Rush
Blood Walk
Brand of the Paramour
Craft Bloodstone
Dominoe of Life
Eyes of the Nighthawk
Friend of the Trees
Illuminate Trail of the Prey
Imps Affliction
Impassable Trail
Jinx
Learning the Mind Enslumbered
Recure of the Homeland
Sanguine Assistant
Steps of the Terrified
Summon Guardian Spirit
Will o the Wisp

Preferred name for ritual


Quell the Liars Tongue
Feast of Air
Sins of the Father
Shepard of Seth
Follow the Lie
Take Life's Visage
Eagles Eye's
Child of Ashnan
Covenant of Enkidu
Mar Visage
Hidden Path
Destroy Tool
Voice of the Fallen
Blessing of the Mountain
Servant of Blood
Run to Judgment
Summon Guardian Spirit
Lights of the D'jinn

MET rules reference


TT: CG, pg. 109
MET: SG, pg. 130
MET: LoE, pg. 80
MET: StG, pg. 65
MET: StG, pg. 65
MET: SG, pg. 130
MET: SG, pg. 130
MET: LoE, pg. 90
MET: SG, pg. 130
MET: StG, pg. 66
MET: StG, pg. 66
MET: StG, pg. 66
MET: StG, pg. 67
MET: SG, pg. 131
TT: CG, pg. 111
MET: LoE, pg. 89
MET: LoE, pg. 89
MET: LoE, pg. 89

Intermediate Rituals (I-2):


Approach the Veil (A)
Awaken Kalif (A)
Cleansing of the Flesh
Clinging of the Insect
Eyes of the Past
Firewalker
Flesh of Fiery Touch

Preferred name for ritual


Approach the Veil
Awaken Kalif
Cleansing of the Flesh
Uttus Travel
Eyes of the Past
Ishum's Blessing
Skin of Nusku

MET rules reference


BM: SoT, pg. 125
OWBN Sorcery Packet
MET: StG, pg. 69
MET: SG, pg. 132
MET: LoE, pg. 83
MET: SG, pg. 132
MET: LoE, pg. 83

Heart of Stone
Incorporeal Passage
Innocence of the Childs Heart
Light of Vengeance (A)
Major Creation (Conjuring)
Rending Sweet Earth
Respect of the Animals
Splinter Servant
Unseen Change, the
Ward vs. Lupines
Warding Circle vs. Lupines

Basalt Heart
Incorporeal Passage
Aura of the Prophet
Light of Vengeance
Grand Summoning
Releasing Nintus Grasp
Lahars Gift of Passage
Wooden Scarab
Strip the Sheep's Clothing
Ward vs. Lupines
Warding Circle vs. Lupines

MET: LoE, pg. 83


LotN (revised), pg. 186
MET: LoE, pg. 84
MET: LoE, pg. 86
MET: StG, pg. 71
MET: LoE, pg. 84
MET: LoE, pg. 91
TT: CG, pg. 113
MET: LoE, pg. 85
TT: CG, pg. 113
TT: CG, pg. 111

Advanced Rituals (A-2):


Healing Blood (A)
Spirit of Torment
Stone of the True Form
Ward vs. Demons
Warding Circle vs. Demons

Preferred name for ritual


Healing Blood
Spirit Ally
Stone of the True Form
Ward vs. Demons
Warding Circle vs. Demons

MET rules reference


MET: LoE, pg. 87
MET: LoE, pg. 92
MET: StG, pg. 74
TT: CG, pg. 114
TT: CG, pg. 111

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


Basic Rituals (B-3):
Burning Blade
Gift of Mithras Bull (A)
Impressive Visage
Pebble from the Mountain (A)
Power of the Invisible Flame (L. of Flames)
Purge the Inner Demon
Touch the Earth (A)
True Sight

Preferred name for ritual


Fuel the Blades Fury
Gift of Mithras Bull
Glory of Haqim
Pebble from the Mountain
Gerras Hidden Fury
Pacify the Beast
Touch the Earth
Eyes of Haqim

MET rules reference


TT: CG, pg. 110
BM: SoT, pg. 125
MET: StG, pg. 66
BM: SoT, pg. 125
MET: LoE, pg. 89
MET: StG, pg. 67
BM: SoT, pg. 124
Diablerie Britain, pg. 9

Intermediate Rituals (I-3):


Craft Dream Catcher (Oneiromancy)
Curse Belated, the
Iron Mind
Kafirs Bane (A)
Mirror of Second Sight
Mirror Walk
Protean Curse
Scry
Shaft of the Belated Quiescence
Summon Mischievous Spirit
Telecommunication
Track Transgressor (Sorcery)
Unweave Ritual
Words of Undoing (A)

Preferred name for ritual


Gift of the Dreamer
Ereshkigals Promise
Fortress of the Mind
Kafirs Bane
Reflection of Truth
Mirror Walk
Beast Curse
Hidden Witness
Inevitable Judgment
Summon Mischievous Spirit
Redirecting the Skies Eye
Enkidus Great Hunt
Deny the Curse
Words of Undoing

MET rules reference


MET: StG, pg. 70
MET: StG, pg. 70
LotN (pre-revised), pg. 105
Sins of the Blood, pg. 102
MET: SG, pg. 133
MET: LoE, pg. 91
MET: LoE, pg. 84
MET: StG, pg. 71
TT: CG, pg. 112
TT: Sabbat (2nd ed), pg. 118
MET: StG, pg. 72
MET: StG, pg. 72
Tremere:CB (revised), pg. 64
OWBN Sorcery Packet

Advanced Rituals (A-3):


Enchant Talisman
Escape to a True Friend
Eyes of the Beast
Lion Heart
Severed Hand
Ward vs. Fae
Ward vs. Wraiths
Warding Circle vs. Fae
Warding Circle vs. Wraiths

Preferred name for ritual


Craft Foci
Escape to a True Friend
Covenant of Lahar
Ashurs Wrath
Tithe to Law
Ward vs. Fae
Ward vs. Wraiths
Warding Circle vs. Fae
Warding Circle vs. Wraiths

MET rules reference


TT: CG, pg. 113
MET: FaF, pg. 209
MET: LoE, pg. 92
MET: LoE, pg. 92
MET: StG, pg. 73
MET: StG, pg. 73
TT: CG, pg. 114
TT: CG, pg. 114
TT: CG, pg. 111

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


Basic Rituals (B-4):
Bloods Cry for Vengeance (A)
Bottled Voice
Machine Blitz
Rotten-wood (Hands of Destruction)

Preferred name for ritual


Bloods Cry for Vengeance
Sealing the Vault of Words
Compel Machine Spirit
Rotten-wood

MET rules reference


Libellus Sanguinis: 3, pg. 71
MET: LoE, pg. 90
MET: SG, pg. 131
LotN (pre-revised), pg. 105

Intermediate Rituals (I-4):


Blood Allergy
Directing Ahrimans Lance (A)
Fire in the Blood
Infirm Inert
Return of the Heart (Path of Bloods Curse)
Rite of Marduk Triumphant (A)
Sire Impotent, the (A)
Touch of Nightshade

Preferred name for ritual


Blood Drought
Directing Ahrimans Lance
Torment of Gerra
Traitorous Blood
Return of the Heart
Rite of Marduk Triumphant
Sire Impotent, the
Haqims Disfavor

MET rules reference


MET: StG, pg. 69
BM: SoT, pg. 125
LotN (pre-revised), pg. 105
MET: StG, pg. 70
MET: StG, pg. 71
BM: SoT, pg. 125
Sins of the Blood, pg. 102
MET: StG, pg. 72

Advanced Rituals (A-4):


Blood Contract
Dominion
Invisible Chains of Binding
Umbra Walk
Vires Acquirit Eundo

Preferred name for ritual


Blood Oath
House of Enlil
Sharrus Tether
Gate to Nirvana
Empower Ritual

MET rules reference


LotN (revised), pg. 187
MET: LoE, pg. 92
LotN (pre-revised), pg. 106
LotN (revised), pg. 188
BM: SoT, pg. 98

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


Basic Rituals (B-5):

Preferred name for ritual

MET rules reference

Intermediate Rituals (I-5):


Blood of the Chameleon (PC)
Havens Passage (PC)

Preferred name for ritual


Blood of the Chameleon
Havens Passage

MET rules reference


OWBN Sorcery Packet
OWBN Sorcery Packet

Advanced Rituals (A-5):


Accessing the Truth (A)
Rite of Marduk Slain and Risen (A)
Seeing with the Skies Eyes (A)

Preferred name for ritual


Accessing the Truth
Rite of Marduk Slain and Risen
Seeing with the Skies Eyes

MET rules reference


OWBN Sorcery Packet
BM: SoT, pg. 125
BM: SoT, pg. 126

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. These rituals may be
included in your game only with Storyteller permission and in some cases, with Assamite Coordinator permission as well.
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 comes the opportunity for revelation. The ritual takes 8 hours.
Although the sorcerer performs if 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 rituals 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.
Bind the Accusing Tongue [TT: CG, pg. 109]
Bind the accusing tongue lays a compulsion upon the target that prevents her from speaking ill of the caster, allowing the
thaumaturge to commit literally unspeakable acts without fear of reprisal. System: 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).

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.
Directing Ahrimans 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 that would bring you
closer to killing the target (ST discretion).
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).
System: 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 that 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.
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).
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, drivers license,
SSN number, etc. System: The castor must make 7 challenges (they must be won), one for each night that 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 of Mithras 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.

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 Thaumaurgist, while 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.
Kafirs 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.
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 recipients name in their (not the sorcerers) blood. They then must throw the message into the open sky
where the wind carries it away. It will appear in the recipients 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 that 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. Note:
The Assamite participant is not actually performing sorcery, but is instead receiving the magical effects cast by the sorcerer at
that same moment, provided that 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.
Rite of Marduks 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 loose one blood and three temporary willpower.
The diablerist gains all of this with excess going to the rituals castor (all other excess is lost). For every 10 minutes that each
of these individuals is in the presence of either the castor or the diablerist they loose a temporary willpower and suffer
flashbacks of the victims 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 sorcerers 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 that they can trust implicitly. This ritual allows a sorcerer to create a temporary servant
that was utterly loyal. System: The caster spends 5 blood 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 that you will be using). The servant will last for a number of days equal to the casters 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 targets 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. System: This ritual grants
the castor 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 victims heart. System: The stake must be of rowan wood, coated in three traits of the casters 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 stakes mental traits.
She must cumulate 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 Kindreds 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 attempts 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. System: The stake must be made from a tree that has been 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 that 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, a number of melee equal to the casters 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 looses 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
(Scorpions Touch, Wards, ext.) 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
someones head, or causing a knife to fly across the room. It is important to remember that the Spirit doesnt want to harm
the victim it just wants to annoy the hell out of him. System: The effect of the spirit is up to ST discretion. The length of
time the spirit stays is based on a simple challenge that is thrown and repeated until a loss occurs. The amount of success, are
the number of hours the spirit will stay.
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 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 that 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 animals ear, the Assamite whose name was written on the tablet hears the sorcerers voice. When the sorcerer
listens at the animals mouth, they can hear their targets 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 their chosen primary path of
Sorcery (chosen at creation) to benefit the target. The sorcery path used must be an Assamite primary path as defined by this
packet. 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 Hunters 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 that they have learned, upon their chosen
target, with the same criteria for mystical affect.
True Sight [Diablerie Britain, pg. 9]
This ritual turns a vampire into 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. System: True
Sight only detects deliberate, willful lies. If the other party believes she is telling the truth, then what she says will appear to be
true. The ritual detects the state of nervousness, not whether the truth was spoken. In effect, the Thaumaturge has a single
extra investigation ability and five extra mental traits, for the duration of the ritual, for the purposes of Auspex challenges
that 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 because the ritual does nothing to alter the Thaumaturgists ability
to hide their own reactions, nor the other person's ability to perceive the Thaumaturgists. To indicate that 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.
Vires Acquirit Eundo [BM: SoT, pg. 98]
This ritual when cast in tandem with another ritual can increase some effects of that ritual System: The affects that are
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 suggest that the player carry an index card signed by an ST that says that the change is legit. It is strongly
advised to ST's that allow this ritual that they use common sense before approving some extended requests.
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. System: 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, or holy water for demons, 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 that approaches 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, but 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 lest 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 that 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 that 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.

Havens 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 Assamites 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 Assamites Great Library, and as such
under direct control of the Assamite Coordinator in short accessing the data (eg. instruction on paths, rituals, lores, et
cetera) 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 with in 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
recipients 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 recipients 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 sorcery path option, (**) = Assamite Coordinator approval is required, (A) = Assamite Only
Path Name:
Alchemy
Awakening of the Steel (A)(**)
Counter Magic (Sorcery)
Elemental Mastery*
Focused Mind, the
Green Path, the
Hands of Destruction

Rarity/Rank
2
3
5
1
3
2
2

MET rules reference


MET: StG, pg. 47
Assamite:CB (revised), pg. 74
MET: CG, pg. 92
MET: CG, pg. 77
MET: StG, pg. 50
MET: CG, pg. 78
LotN (revised), pg. 183

Hearth Path, the


Hunters Winds, the* (A)(**)
Lure of Flames*
Movement of the Mind*
Neptunes Might*
Oneiromancy
Path of Blood
Path of Bloods Curse
Path of Conjuring
Path of Curses
Path of Fathers Vengeance
Path of Mars
Path of Technomancy
Spirit Manipulation*
Spirit Thaumaturgy
Way of the Levinbolt
Way of Warding
Weather Control*
Whispers of the Heavens (A)

3
3
1
1
2
3
2
4
2
4
3
3
4
1
4
4
4
1
5

MET: StG, pg. 51


BM:SoT, pg. 123
LotN (revised), pg. 178
LotN (revised), pg. 180
MET: CG, pg. 81
MET: StG, pg. 54
LotN (revised), pg. 177
MET: StG, pg. 56
LotN (revised), pg. 182
MET: StG, pg. 58
MET: SG, pg. 127
MET: SG, pg. 125
MET: CG, pg. 86
MET: CG, pg. 89
MET: LoE, pg. 74
Tremere:CB (revised), pg. 51
Dark Ages Companion
MET: CG, pg. 93
Libellus Sanguinis:3, pg. 68

Assamite Sorcery Rituals: (A) = Assamite Only


Ritual Name:
Accessing the Truth (A)
Approach the Veil (A)
Awaken Kalif (A)
Binding the Beast
Bind the Accusing Tongue
Bladed Hands
Blood Allergy
Blood Call (A)
Blood Contract
Blood of the Chameleon (A)
Blood of Peace (A)
Blood Rush
Bloods Cry for Vengeance (A)
Blood Walk
Bone of Lies
Bottled Voice
Brand of the Paramour
Burning Blade
Calling the Restless Spirit
Cleansing of the Flesh
Clinging of the Insect
Communicate w/ Kindred Sire
Craft Bloodstone
Craft Dream Catcher (Oneiromancy)
Curse Belated, the
Defense of the Sacred Haven
Deflection of the Wooden Doom
Directing Ahrimans Lance (A)
Dominoe of Life
Dominion
Donning the Mask of Shadows
Enchant Talisman
Encrypt Missive
Engaging Vessel of Transference
Escape to a True Friend

Rarity/Rank
5
2
2
1
2
1
4
1
4
5
1
2
4
2
1
4
2
3
1
2
2
1
2
3
3
1
1
4
2
4
1
3
1
1
3

Level
Advanced
Intermediate
Intermediate
Intermediate
Basic
Intermediate
Intermediate
Basic
Advanced
Intermediate
Basic
Basic
Basic
Basic
Intermediate
Basic
Basic
Basic
Basic
Intermediate
Intermediate
Basic
Basic
Intermediate
Intermediate
Basic
Basic
Intermediate
Basic
Advanced
Basic
Advanced
Basic
Basic
Advanced

MET rules reference


OWBN Sorcery Packet
BM: SoT, pg. 125
OWBN Sorcery Packet
MET: LoE, pg. 82
TT: CG, pg. 109
MET: LoE, pg. 82
MET: StG, pg. 69
MET: LoE, pg. 86
LotN (revised), pg. 187
OWBN Sorcery Packet
MET: LoE, pg. 86
MET: SG, pg. 130
Libellus Sanguinis: 3, pg. 71
MET: LoE, pg. 80
LotN (revised), pg. 186
MET: LoE, pg. 90
MET: StG, pg. 65
TT: CG, pg. 110
MET: LoE, pg. 80
MET: StG, pg. 69
MET: SG, pg. 132
LotN (revised), pg. 185
MET: StG, pg. 65
MET: StG, pg. 70
MET: StG, pg. 70
LotN (revised), pg. 185
LotN (revised), pg. 185
BM: SoT, pg. 125
MET: SG, pg. 130
MET: LoE, pg. 92
MET: LoE, pg. 80
TT: CG, pg. 113
MET: StG, pg. 65
LotN (pre-revised), pg. 102
MET: FaF, pg. 209

Extinguish
Eyes of the Beast
Eyes of the Nighthawk
Eyes of the Past
Eye of the Translator (A)
Fire in the Blood
Fire Walker
Flesh of Fiery Touch
Friend of the Trees
Gentle Mind
Ghost in the System
Gift of Mithras Bull (A)
Havens Passage (A)
Healing Blood (A)
Heart of Stone
Illuminate Trail of the Prey
Illusion of Peaceful Death
Impassable Trail
Impressive Visage
Imps Affliction
Incantations of the Shepard
Incorporeal Passage
Infirm Inert
Innocence of the Childs Heart
Invisible Chains of Binding
Iron Mind
Jinx
Kafirs Bane (A)
Learning the Mind Enslumbered
Light of Vengeance (A)
Lion Heart
Machine Blitz
Major Creation (Conjuring)
Messenger of the Winds (A)
Mirror of Second Sight
Mirror Walk
Open Passage, the
Pebble from the Mountain (A)
Power of the Invisible Flame (L. of Flames)
Principal Focus of Vitae Infusion
Protean Curse
Purify Blood
Purge the Inner Demon
Purity of the Flesh
Rebirth of Mortal Vanity
Recure of the Homeland
Rending Sweet Earth
Respect of the Animals
Return of the Heart (Bloods Curse)
Rite of Marduk Slain and Risen (A)
Rite of Marduk Triumphant (A)
Rotten-wood (Hands of Destruction)
Sanguinary Assistant
Sanguineous Phial
Scent of the Lupines Passing
Scribe, the
Scry

1
3
2
2
1
4
2
2
2
1
1
3
5
2
2
2
1
2
3
2
1
2
4
2
4
3
2
3
2
2
3
4
2
1
3
3
1
3
3
1
3
1
3
1
1
2
2
2
4
5
4
4
2
1
1
1
3

Basic
Advanced
Basic
Intermediate
Basic
Intermediate
Intermediate
Intermediate
Basic
Intermediate
Advanced
Basic
Intermediate
Advanced
Intermediate
Basic
Intermediate
Basic
Basic
Basic
Basic
Intermediate
Intermediate
Intermediate
Advanced
Intermediate
Basic
Intermediate
Basic
Intermediate
Advanced
Basic
Intermediate
Intermediate
Intermediate
Intermediate
Basic
Basic
Basic
Basic
Intermediate
Basic
Basic
Basic
Basic
Basic
Intermediate
Intermediate
Intermediate
Advanced
Intermediate
Basic
Basic
Basic
Basic
Basic
Intermediate

MET: StG, pg. 66


MET: LoE, pg. 92
MET: SG, pg. 130
MET: LoE, pg. 83
Libellus Sanguinis: 3, pg. 70
LotN (pre-revised), pg. 105
MET: SG, pg. 132
MET: LoE, pg. 83
MET: LoE, pg. 90
MET: LoE, pg. 83
BM: SoT, pg. 97
BM: SoT, pg. 125
OWBN Sorcery Packet
MET: LoE, pg. 87
MET: LoE, pg. 83
MET: SG, pg. 130
MET: LoE, pg. 84
MET: StG, pg. 66
MET: StG, pg. 66
MET: StG, pg. 66
TT: CG, pg. 110
LotN (revised), pg. 186
MET: StG, pg. 70
MET: LoE, pg. 84
LotN (pre-revised), pg. 106
LotN (pre-revised), pg. 105
MET: StG, pg. 66
Sins of the Blood, pg. 102
MET: StG, pg. 67
MET: LoE, pg. 86
MET: LoE, pg. 92
MET: SG, pg. 131
MET: StG, pg. 71
Libellus Sanguinis: 3, pg. 71
MET: SG, pg. 133
MET: LoE, pg. 91
LotN (revised), pg. 185
BM: SoT, pg. 125
MET: LoE, pg. 89
LotN (revised), pg. 186
MET: LoE, pg. 84
Tremere: CB (revised), pg. 57
MET: StG, pg. 67
TT: CG, pg. 110
MET: StG, pg. 67
MET: SG, pg. 131
MET: LoE, pg. 84
MET: LoE, pg. 91
MET: StG, pg. 71
BM: SoT, pg. 125
BM: SoT, pg. 125
LotN (pre-revised), pg. 105
TT: CG, pg. 111
MET: StG, pg. 68
LotN (revised), pg. 186
MET: StG, pg. 68
MET: StG, pg. 71

Seeing with the Skies Eyes (A)


Sense the Mystical
Serenading of the Kami
Severed Hand
Shaft of the Belated Quiescence
Sire Impotent, the (A)
Spirit of Torment
Splinter Servant
Steps of the Terrified
Stolen Kisses
Stone of the True Form
Summon Guardian Spirit
Summon Mischievous Spirit
Telecommunication
Touch of Nightshade
Touch the Earth (A)
Track Transgressor (Sorcery)
True Sight
Umbra Walk
Unseen Change, the
Unweave Ritual
Vires Acquirit Eundo
Wake w/ the Evenings Freshness
Warding Circle vs. Demons
Warding Circle vs. Fae
Warding Circle vs. Ghouls
Warding Circle vs. Kindred
Warding Circle vs. Lupines
Warding Circle vs. Spirits
Warding Circle vs. Wraiths
Ward vs. Demons
Ward vs. Fae
Ward vs. Ghouls
Ward vs. Kindred
Ward vs. Lupines
Ward vs. Spirits
Ward vs. Wraiths
Watcher, the
Whispers of the Ghost
Will o the Wisp
Words of Undoing (A)

5
1
1
3
3
4
2
2
2
1
2
2
3
3
4
3
3
3
4
2
3
4
1
2
3
1
1
2
1
3
2
3
1
1
2
1
3
1
1
2
3

Advanced
Basic
Basic
Advanced
Intermediate
Intermediate
Advanced
Intermediate
Basic
Intermediate
Advanced
Basic
Intermediate
Intermediate
Intermediate
Basic
Intermediate
Basic
Advanced
Intermediate
Intermediate
Advanced
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Intermediate
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Intermediate

BM: SoT, pg. 126


MET: StG, pg. 68
BM: SoT, pg. 91
MET: StG, pg. 73
TT: CG, pg. 112
Sins of the Blood, pg. 102
MET: LoE, pg. 92
TT: CG, pg. 113
MET: LoE, pg. 89
MET: StG, pg. 71
MET: StG, pg. 74
MET: LoE, pg. 89
TT: Sabbat (2nd ed), pg. 118
MET: StG, pg. 72
MET: StG, pg. 72
BM: SoT, pg. 124
MET: StG, pg. 72
Diablerie Britain, pg. 9
LotN (revised), pg. 188
MET: LoE, pg. 85
Tremere:CB (revised), pg. 64
BM: SoT, pg. 98
LotN (revised), pg. 186
TT: CG, pg. 111
TT: CG, pg. 114
TT: CG, pg. 111
TT: CG, pg. 111
TT: CG, pg. 111
TT: CG, pg. 110
TT: CG, pg. 111
TT: CG, pg. 114
MET: StG, pg. 73
LotN (revised), pg. 186
TT: CG, pg. 113
TT: CG, pg. 113
TT: CG, pg. 114
TT: CG, pg. 114
MET: LoE, pg. 85
MET: StG, pg. 69
MET: LoE, pg. 89
OWBN 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 that 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.
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, Neptunes Might, Path of Corruption, Path of Technomancy, Spirit
Manipulation, Counter Magic, 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 18 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.
- Brand of the Paramour [MET: Storyteller Guide: pg. 64-74]
- Ward vs. Fae [MET: Storyteller Guide: pg. 64-74]
- Warding Circle vs. [Fae MET: Storyteller Guide: pg. 64-74]
- Curse Belated, the [MET: Storyteller Guide: pg. 64-74]
- Telecommunication [MET: Storyteller Guide: pg. 64-74]
- Track Transgressor (Sorcery) [MET: Storyteller Guide: pg. 64-74]
- Bind the Accusing Tongue [GtC, pg. 109]
- Clinging of the Insect [MET: Sabbat Guide, pg. 130-133]
- Escape to a True Friend [MET: Faith & Fire, pg. 206-209]
- Rotten-wood [LotN (pre-revised), pg. 104-106]
- Invisible Chains of Binding [LotN (pre-revised), pg. 104-106]
- Power of the Invisible Flame (L. of Flames) [MET: Laws of Elysium, pg. 80-93]
- Bottled Voice [MET: Laws of Elysium, pg. 80-93]
- Friend of the Trees [MET: Laws of Elysium, pg. 80-93]
- Respect of the Animals [MET: Laws of Elysium, pg. 80-93]
- Dominion [MET: Laws of Elysium, pg. 80-93]
- Eyes of the Beast [MET: Laws of Elysium, pg. 80-93]
- Lion Heart [MET: Laws of Elysium, pg. 80-93]
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 magics.

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
Editor: Bryan Delius
Special Thanks: Clayton Oliver, Chris Wenzel and Seth Yokley

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, cbsiren@cisunix.unh.edu
http://pubpages.unh.edu/~cbsiren

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

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