Dur-An-Ki

Dur-An-Ki ("Master of Heaven and Earth") or Assamite Sorcery (see below) is a form of blood magic practiced by Kindred of the Middle East and Africa, particularly the sorcerers of the Assamite clan and the Shango legacy of the Laibon. It is a very old form of magic, drawing from a huge variety of mortal religious traditions, and pre-dating Thaumaturgy, which it resembles in many ways.

Overview
Originally the main form of blood magic practised by all Kindred, Dur-An-Ki became lost to European vampires during the Dark Ages. It differs from Thaumaturgy mainly in that its practitioners, called ashipu, do not impose their will on the world through abstract symbols of power. Instead they call upon ancient covenants with spirits, commanding them to fulfil their desires, though this is a very different practice to the long-lasting pacts made with demons by practitioners of Dark Thaumaturgy.

Rather than the hermetic trappings of Thaumaturgy, Dur-An-Ki draws heavily on astrology, the use of amulets and talismans, and especially ecstatic practices. By entering into a trance, the ashipu ascends the "Ladder of Heaven" to meet ever more powerful spirits and gain more powerful magic. Assamite sorcerers usually use a drug called kalif for this purpose, but there are many other methods, including dancing, pain, meditation and artistic experession.

Dur-An-Ki vs Assamite Sorcery
Dur-An-Ki is a form of Mesopotamian and Persian magic, and not confined to Assamites (or indeed Kindred, as it grew out of a mortal magical tradition, though it's likely only mages would have had any success using it). However, some scholars refer to Assamite blood magic specifically as "Assamite Sorcery", either from ignorance (few western Kindred are familiar with the Shango or know of other ashipu besides the Assamites) or to deliberately distinguish it from the broader tradition of Dur-An-Ki. Assamites, however, refer to their magic as Dur-An-Ki and see no need to distinguish themselves from other practitioners.

Paths
Dur-An-Ki does not have a set primary path - note that the most detailed paths are unique to Dur-An-Ki:

Awakening the Steel
Communion with and enhancement of a blade with which the caster is familiar.
 * · Confer with the Blade
 * · Grasp of the Mountain
 * · Pierce Steel's Skin
 * · Razor's Shield
 * · Strike at the True Flesh

The Hunter's Winds
Powers of stealth which may be bestowed on others to be activated at will.
 * · Scent of Deception
 * · Chameleon's Skin
 * · Unassuming Pose
 * · Whiff of Kalif
 * · Ghost Body

Covenant of Nergal
A path which creates and manipulates disease among mortal and Kindred alike.
 * · Maskim's Touch
 * · Breath of Ereshkigal
 * · Nergal's Blessing
 * · Nergal's Wrath
 * · Ill Wind

The Evil Eye
Inflicts a number of baleful curses on victims.
 * · Humiliation
 * · Loss
 * · Peril
 * · Enemy
 * · Chasm Zakhm

Music of the Spheres
Power over the emotions of those who hear the practitioner's unearthly music.
 * · Song of Mercury
 * · Song of Venus
 * · Song of Mars
 * · Song of Jupiter
 * · Song of Saturn

Echoes of Allah's Wrath
A path that is similar to Sihr;
 * · Curse of Lifeless Men
 * · Curse of Heavenly Dolor
 * · Curse of Unfettered Rage
 * · Curse of Boundless Thirst
 * · Curse of Forbidden Sol

Whispers of the Heavens
The primary focus of Whispers of the Heavens is to prophesize the future.
 * · Map the Skies
 * · Read the Heaven’s Plans
 * · Call Down the Hunter’s Moon
 * · Trace the Soul’s Favor
 * · Ripples on the Sea of Stars

Other Paths
As Dur-An-Ki shares magical roots with Thaumaturgy and many other magical practices, many of the common paths are available, though they are usually identified with a particular spirit or type of spirit, and called by a name which identifies that spirit. As with Akhu, in most cases these paths pre-date the Tremere versions. Thanks to many centuries of contact with other magic users, the ashipu may also know a few paths practised by other Middle-eastern traditions. Where names differ, the original path name is listed along with the reference.
 * Life's Water: equivalent to the Path of Blood;
 * Jinn's Gift: equivalent to the Path of Conjuring;
 * Hand of the Magi: equivalent to the Lure of Flames;
 * Covenant of Enki: equivalent to the Neptune's Might;
 * Elemental Mastery: like the homonymous Path;
 * Suleiman's Laws: equivalent to the Spirit Manipulation;
 * Path of the Ailing Jackal: equivalent to the Path of the Father's Vengeance;
 * Echo of Nirvana: equivalent to the Path of the Focused Mind;
 * Movement of the Mind: like the homonymous Path;
 * Hands of Destruction: like the homonymous Path;
 * Weather Control: like the homonymous Path;
 * Alchemy: like the homonymous Path;
 * Path of the Blood's Curse: like the homonymous Path;
 * Path of Duat: a Path that share similarities to Setite Sorcery;
 * Path of Blood Nectar: like the homonymous Path;