White Wolf Wiki
Register
(If they were exactly the same, this alteration would be redundant. However, they are a little different. Either way, let's stick to the words of the book ok?)
(Adding categories)
(41 intermediate revisions by 7 users not shown)
Line 1: Line 1:
'''Dur-An-Ki''' ("Master of Heaven and Earth") or '''Assamite Sorcery''' (see below) is a form of [[blood magic (VTM)|blood magic]] practiced by [[Kindred (VTM)|Kindred]] of the [[Middle East (cWOD)|Middle East]] and [[Africa (cWOD)|Africa]], particularly the sorcerers of the [[Assamite]] [[clan (VTM)|clan]] and the [[Shango (VTM)|Shango]] [[Legacy (VTM)|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 (VTM)|Thaumaturgy]], which it resembles in many ways.
+
'''Dur-An-Ki''' ("Master of Heaven and Earth") or '''Assamite Sorcery''' ([[#Dur-An-Ki vs Assamite Sorcery|see below]]) is a form of [[blood magic (VTM)|blood magic]] practiced by [[Kindred (VTM)|Kindred]] of the [[Middle East (WOD)|Middle East]] and [[Africa (WOD)|Africa]], particularly the [[Assamite Sorcerer|sorcerers]] of the [[Assamite]] [[clan (VTM)|clan]] and the [[Shango (VTM)|Shango]] [[Legacy (VTM)|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 (VTM)|Thaumaturgy]], which it resembles in many ways.
  +
 
==Overview==
 
==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]].
+
Originally the main form of blood magic practiced by all Kindred, Dur-An-Ki became lost to [[Europe (WOD)|European]] vampires during the [[Dark Medieval|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 fulfill their desires, though this is a very different practice to the long-lasting pacts made with [[Demon (DTF)|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 expression.
   
  +
Besides the Assamites, the other prominent faction to utilize Dur-An-Ki are the [[Baali]] of the [[Order of Moloch]]. Being in a unique position to know what Mesopotamian gods were masks for creatures of the Outer Dark and who were not, the Baali made covenants with the oldest, most primordial entities. In contrast to Assamites, who use ''kalif'', the Baali mainly use pain inflicted by their own [[Clan Curse#Baali|Clan Curse]] to achieve ecstasy.
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 vs Assamite Sorcery ===
Dur-An-Ki is a form of Mesopotamian and Persian magic, and not confined to Assamites (or indeed [[Kindred (VTM)|Kindred]], as it grew out of a mortal magical tradition, though it's likely only [[Mage (MTAs)|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.
+
Dur-An-Ki is a form of magic that originated in ancient Mesopotamia that Assamite Sorcerers have incorporated into their own practices. However it is not confined to Assamites, or indeed [[Kindred (VTM)|Kindred]], as it grew out of a mortal magical tradition, though it is likely only [[Mage (MTAs)|mages]] would have had any success using it.
  +
  +
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==
 
==Paths==
Dur-An-Ki does not have a set primary path - note that the most detailed paths are unique to Dur-An-Ki:
+
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===
 
  +
===Awakening of the Steel===
Communion with and enhancement of a blade with which the caster is familiar. <ref>[[Clanbook: Assamite Revised]], p. 74</ref>
 
  +
Source{{ref|Awakening_the_Steel}}
* {{dot|1}} Confer with the Blade
 
  +
* {{dot|1}} '''Confer with the Blade''': See events and informations that have transpired around a weapon.
* {{dot|2}} Grasp of the Mountain
 
  +
* {{dot|2}} '''Grasp of the Mountain''': Mystically enforce the grip on your weapon
* {{dot|3}} Pierce Steel's Skin
 
  +
* {{dot|3}} '''Pierce Steel's Skin''': Direct your weapon to destroy any protective measures of the enemy
* {{dot|4}} Razor's Shield
 
* {{dot|5}} Strike at the True Flesh
+
* {{dot|4}} '''Razor's Shield''': Allows to parry projectiles
  +
* {{dot|5}} '''Strike at the True Flesh''': Bypass any supernatural protection in your attack
===The Hunter's Winds===
 
  +
Powers of stealth which may be bestowed on others to be activated at will. <ref>[[Blood Magic: Secrets of Thaumaturgy]]p. 123; [[Kindred of the Ebony Kingdom]], p. 103</ref>
 
  +
===Hunter's Winds===
* {{dot|1}} Scent of Deception
 
  +
Source{{ref|Hunter's_Winds}}
* {{dot|2}} Chameleon's Skin
 
* {{dot|3}} Unassuming Pose
+
* {{dot|1}} '''Scent of Deception''': Alters your scent
  +
* {{dot|2}} '''Chameleon's Skin''': Alter your skin and clothing to assume nearby coloring and texture
* {{dot|4}} Whiff of Kalif
 
  +
* {{dot|3}} '''Unassuming Pose''': Blend in a crowd of people
* {{dot|5}} Ghost Body
 
  +
* {{dot|4}} '''Whiff of Kalif''': Appear physically intoxicating
  +
* {{dot|5}} '''Ghost Body''': Become invisible, inaudible, and intangible
  +
 
===Covenant of Nergal===
 
===Covenant of Nergal===
  +
Source{{ref|Covenant_of_Nergal}}
A path which creates and manipulates disease among mortal and Kindred alike. <ref>[[Blood Sacrifice: The Thaumaturgy Companion]], p.43</ref>
 
* {{dot|1}} Maskim's Touch
+
* {{dot|1}} '''Maskim's Touch''': Cause symptoms of influenza in a target
* {{dot|2}} Breath of Ereshkigal
+
* {{dot|2}} '''Breath of Ereshkigal''': Breath upon a target, inflicting minor disease
* {{dot|3}} Nergal's Blessing
+
* {{dot|3}} '''Nergal's Blessing''': Lessen the symptoms of a pathogenic illness
* {{dot|4}} Nergal's Wrath
+
* {{dot|4}} '''Nergal's Wrath''': Inflict a disease of choice on a target
* {{dot|5}} Ill Wind
+
* {{dot|5}} '''Ill Wind''': Spread a disease simply through your nearby presence
  +
===The Evil Eye===
 
  +
===Evil Eye===
Inflicts a number of baleful curses on victims. <ref>[[Blood Sacrifice: The Thaumaturgy Companion]], p. 44; [[Kindred of the Ebony Kingdom]], p. 102</ref>
 
  +
Source{{ref|Evil_Eye}}
* {{dot|1}} Humiliation
 
  +
* {{dot|1}} '''Humiliation''': Cause a victim to have bad luck in its next action
* {{dot|2}} Loss
 
  +
* {{dot|2}} '''Loss''': Cause a victim to lose a valued piece of property
* {{dot|3}} Peril
 
  +
* {{dot|3}} '''Peril''': Cause a victim to suffer a dangerous accident
* {{dot|4}} Enemy
 
* {{dot|5}} Chasm Zakhm
+
* {{dot|4}} '''Enemy''': Cause a victim to lose Allies
  +
* {{dot|5}} '''The Eye That Wounds''': Inflict damage on your target
  +
 
===Music of the Spheres===
 
===Music of the Spheres===
  +
Source{{ref|Music_of_the_Spheres}}
Power over the emotions of those who hear the practitioner's unearthly music. <ref>[[Blood Sacrifice: The Thaumaturgy Companion]], p. 46</ref>
 
* {{dot|1}} Song of Mercury
+
* {{dot|1}} '''Song of Mercury''': Deaden emotions through music
* {{dot|2}} Song of Venus
+
* {{dot|2}} '''Song of Venus''': Enhance affection through music
* {{dot|3}} Song of Mars
+
* {{dot|3}} '''Song of Mars''': Enhance aggression through music
* {{dot|4}} Song of Jupiter
+
* {{dot|4}} '''Song of Jupiter''': Allows to resist [[Presence (VTM)|Presence]] and similar attempts of emotional control
* {{dot|5}} Song of Saturn
+
* {{dot|5}} '''Song of Saturn''': Inspire supernatural fear in an audience
  +
 
===Echoes of Allah's Wrath===
 
===Echoes of Allah's Wrath===
  +
Source{{ref|Echoes_of_Allah's_Wrath}}
A path that is similar to [[Sihr]];<ref>[[Road of Heaven (book)]], p. 70</ref>
 
* {{dot|1}} Curse of Lifeless Mien
+
* {{dot|1}} '''Curse of Lifeless Mien''': Curse a mortal to appear sinister and withdrawn
* {{dot|2}} Curse of Heavenly Dolor
+
* {{dot|2}} '''Curse of Heavenly Dolor''': Curse a mortal to recoil from symbols of faith
* {{dot|3}} Curse of Unfettered Rage
+
* {{dot|3}} '''Curse of Unfettered Rage''': Curse a mortal to experience a [[Frenzy (VTM)|Frenzy]]
* {{dot|4}} Curse of Boundless Thirst
+
* {{dot|4}} '''Curse of Boundless Thirst''': Curse a mortal to gain only sustenance from blood
* {{dot|5}} Curse of Forbidden Sol
+
* {{dot|5}} '''Curse of Forbidden Sol''': Curse a mortal to fear the sunlight like a vampire does
  +
 
===Whispers of the Heavens===
 
===Whispers of the Heavens===
  +
Source{{ref|Whispers_of_the_Heavens}}
The primary focus of Whispers of the Heavens is to prophesize the future.<ref>[[Libellus Sanguinus 3: Wolves at the Door]], p. 68-70; [[Players Guide to Low Clans]], p. 176</ref>
 
* {{dot|1}} Map the Skies
+
* {{dot|1}} '''Map the Skies''': Read the stars to determine your exact position
* {{dot|2}} Read the Heaven’s Plans
+
* {{dot|2}} '''Read the Heaven’s Plans''': See an omen of the future
* {{dot|3}} Call Down the Hunter’s Moon
+
* {{dot|3}} '''Call Down the Hunter’s Moon''': Determine the best course of action for specific undertaking
* {{dot|4}} Trace the Soul’s Favor
+
* {{dot|4}} '''Trace the Soul’s Favor''': Divine important aspects from a person whose birth date is known
* {{dot|5}} Ripples on the Sea of Stars
+
* {{dot|5}} '''Ripples on the Sea of Stars''': See parts of the world from aerial perspective
===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 ''[[Setite Sorcery|Akhu]]'', in most cases these paths pre-date the [[Tremere (VTM)|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.
 
   
  +
===Blessings of the Great Dark Mother===
*'''Life's Water''': equivalent to the Path of Blood;<ref>[[Vampire: The Masquerade Revised Rulebook]], p. 178</ref>
 
  +
Source{{ref|Great_Dark_Mother}}
*'''Jinn's Gift''': equivalent to the Path of Conjuring;<ref>[[Vampire: The Masquerade Revised Rulebook]], p. 181</ref>
 
  +
* {{dot|1}} '''Cradlesong''': Sense any supernatural pacts or spiritual ties, including the [[Blood bond (VTM)|Blood Bond]], that bind a target
*'''Hand of the Magi''': equivalent to the Lure of Flames;<ref>[[Vampire: The Masquerade Revised Rulebook]], p. 180</ref>
 
  +
* {{dot|2}} '''Kessep''': Sever one supernatural tie to a [[Demon (DTF)|demon]] or [[Spirit (WOD)|spirit]]
*'''Covenant of Enki''': equivalent to the Neptune's Might;<ref>[[Guide to the Camarilla]], p. 101</ref>
 
  +
* {{dot|3}} '''Sotheq''': Temporarily block all supernatural ties to a demon or spirit
*'''Elemental Mastery''': like the homonymous Path;<ref>[[Guide to the Camarilla]], p. 99</ref>
 
  +
* {{dot|4}} '''Allah''': Sever all supernatural pacts with a demon or spirit
*'''Suleiman's Laws''': equivalent to the Spirit Manipulation; <ref>[[Guide to the Camarilla]], p. 106</ref>
 
  +
* {{dot|5}} '''Memo''': Purge a target from all supernatural pacts, as well as learning to whom he was indebted
*'''Path of the Ailing Jackal''': equivalent to the Path of the Father's Vengeance;<ref>[[Guide to the Sabbat]], p. 117</ref>
 
*'''Echo of Nirvana''': equivalent to the Path of the Focused Mind;<ref>[[Blood Magic: Secrets of Thaumaturgy]], p. 71</ref>
 
*'''Movement of the Mind''': like the homonymous Path;<ref>[[Vampire: The Masquerade Revised Rulebook]], p. 181</ref>
 
*'''Hands of Destruction''': like the homonymous Path;<ref>[[Vampire: The Masquerade Revised Rulebook]], p. 182</ref>
 
*'''Weather Control''': like the homonymous Path;<ref>[[Guide to the Camarilla]], p. 108</ref>
 
*'''Alchemy''': like the homonymous Path;<ref>[[Blood Magic: Secrets of Thaumaturgy]], p. 68</ref>
 
*'''Path of the Blood's Curse''': like the homonymous Path;<ref>[[Blood Magic: Secrets of Thaumaturgy]], p. 76</ref>
 
*'''Path of Duat''': a Path that share similarities to [[Setite Sorcery]];<ref>[[Blood Sacrifice: The Thaumaturgy Companion]], p. 26</ref>
 
*'''Path of Blood Nectar''': like the homonymous Path;<ref>[[Blood Sacrifice: The Thaumaturgy Companion]], p. 62</ref>
 
* '''Path of Warding: '''like the homonymous Path <ref>[[Libellus Sanguinis 3]], p. 67</ref>;
 
* '''Path of the Levinbolt: '''like the homonymous Path <ref>[[Libellus Sanguinis 3]], p. 67</ref>;
 
* '''Thaumaturgical Countermagic: '''like the homonymous path
 
==Rituals==
 
Many Assamite rituals revolve around contact between the reclusive viziers and worldly assassins. The latter exchange vitae for magical services. Also, invoking rituals requires one to ingest at least one point of vitae from a vessel under the influence of kalif, or to actively inhale large quantities of the smoke itself and consciously move it through one's body by forcing blood to circulate.
 
===Level One Rituals===
 
*'''Touch the Earth'''
 
This ritual allows the vizier to contact another Assamite for the purpose of aiding him with further sorcerous effects. Long in advance of the ritual, the vizier takes a stylus and writes, in ancient Mesopotamian script, on a small, still-wet, clay tablet, the name of a lesser-generation Assamite. Once hardened, the tablet is placed in an acid to weaken it again.
 
   
  +
===Keepers Way===
When he chooses to begin the ritual, the vizier uses 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 vizier reduces the tablet to powder. He mixes it into food, which he places in front of the animal. When the animal has ingested the food, the vizier 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.
 
  +
''Note: This Path is only available to the protectors of the [[Heartsblood (Assamite)|Heartsblood]]''{{ref|Keepers_Way}}
  +
* {{dot|1}} '''Sense the Ripples''': Use the accumulated knowledge of the Heartsblood to become aware of future events
  +
* {{dot|2}} '''Gift of Haqim''': Make blood points drawn from the Heartsblood last longer
  +
* {{dot|3}} '''The Distant Crimson''': Use the Heartsblood to see through the eyes of any Assamite in a one hundred kilometer radius
  +
* {{dot|4}} '''Know the Fate of One''': Use the Heartsblood to gain detailed knowledge of the fate of a chosen vampire
  +
* {{dot|5}} '''Cast into the Pool of Blood''': Use the Heartsblood to influence future events by either aiding or hindering vampires in the vicinity of the Heartsblood
   
  +
==Similar Paths==
When the vizier speaks into the animal's ear, the Assamite whose name was written on the tablet hears his voice. When the vizier listens at the animal's mouth, he can hear his target's voice. This works no matter how much distance separates vizier and target. The vizier may proceed to use any Assamite path or other ritual power to benefit the target. The vizier may also pass to the target any object small enough to fit in the palm of his hand.
 
  +
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 (VTM)|Tremere]] versions. Thanks to many centuries of contact with other magic users, the ''[[ashipu]]'' may also know a few paths practiced by other Middle-eastern traditions.
   
  +
===Alchemy===
*'''Pebble From the Mountain'''
 
  +
Similar to the [[Thaumaturgy (VTM)#Alchemy|homonymous path]].<ref name="BM-68">{{b|VTM|Blood Magic: Secrets of Thaumaturgy|page=68}}</ref>
The vizier takes a stone from Mount Alamut, places it in his mouth, and meditates for an hour. He soaks the stone in his own blood, then in the blood of another Assamite. He gives the stone to that Assamite while chanting an incantation naming himself and the subject as successors to Tiamat, Ahriman, and all the shaitans of Hell. The ritual then takes an hour and a half to perform.
 
   
  +
===Covenant of Enki===
At any subsequent point, by placing the stone in her mouth and repeating the incantation, the other Assamite can initiate a mystical link between herself and the vizier identical to that create by Touch the Earth. She is not performing sorcery; the magic rests in the stone, which always works if the vizier's player made his initial roll.
 
  +
Similar to [[Thaumaturgy (VTM)#Neptune's Might|Neptune's Might]].<ref name="GttC-101">{{b|VTM|Guide to the Camarilla|page=101}}</ref>
   
===Level Two Rituals===
+
===Elemental Mastery===
  +
Similar to the [[Thaumaturgy (VTM)#Elemental Mastery|homonymous path]].<ref name="BM-99">{{b|VTM|Guide to the Camarilla|page=99}}</ref>
*'''Gift of Mithra's Bull'''
 
Vizier and subject must be connected by Touch the Earth or Pebble From the Mountain. The vizier places a small, sharp blade inside a wineskin or plasma bag and then withdraws it and passes it to the subject. The subject cuts an incision in her chest. Blood bubbles out of the incision but then vanishes, reappearing inside the vizier's waiting container. Through this method, the target may pay the vizier in vitae for his services. The ritual takes one turn per blood point donated by the target.
 
   
===Level Three Rituals===
+
===Echo of Nirvana===
  +
Similar to the [[Thaumaturgy (VTM)#Path of the Focused Mind|Path of the Focused Mind]].<ref name="BM-71">{{b|VTM|Blood Magic: Secrets of Thaumaturgy|page=71}}</ref>
*'''Approach the Veil'''
 
The vizier enters the 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.
 
   
  +
===Hands of Destruction===
The ritual takes eight hours. Although the vizier performs it for research purposes, seeking the secrets of apotheosis, a peek past the Veil of Truth does grant direct benefits. Subtract the number of successes on the roll to enact this ritual from the difficulty of the first path or ritual roll the Assamite's player makes after completion of the ritual. The vizier must take advantage of the bonus before he loses his next blood point.
 
  +
Similar to the [[Thaumaturgy (VTM)#Hands of Destruction|homonymous path]].<ref name="BM-182">{{b|VTM|Vampire: The Masquerade Revised Rulebook|page=182}}</ref>
   
===Level Four Rituals===
+
===Hand of the Magi===
  +
Similar to [[Thaumaturgy (VTM)#Lure of Flames|Lure of Flames]].<ref name="BM-180">{{b|VTM|Vampire: The Masquerade Revised Rulebook|page=180}}</ref>
*'''Rite of Marduk Triumphant'''
 
This ritual asserts the vizier's authority over a lesser clan member. The vizier ritually enacts the coronation of Marduk, donning mask and robe. Other participants in the ritual, each of whom must be an Assamite of a higher generation than the vizier, take the role of various Mesopotamian deities; each kneels before the sorcerer and proclaims that his or her divinity is but an aspect of the 50 manifestations of Marduk. Everyone present opens a vein and bleeds into a bronze bowl. After the blood is mixed together, all drink from it.
 
   
  +
===Gifts of the Heart===
The vizier may increase the difficulty of any action undertaken by an Assamite by the number of other participants in the ritual. He may apply this penalty only to actions that directly threaten his unlife or position (Storyteller's discretion). He may not increase difficulties above 9. The effect lasts until the next inauspicious night. The ritual requires one hour to complete, plus 20 minutes for each participant.
 
  +
Similar to the [[Thaumaturgy (VTM)#Gifts of the Heart|homonymous path]].<ref>{{b|VTDA|Veil of Night|page=160, 163-164}}</ref>
   
  +
===Gifts of Faith===
*'''Directing Ahriman's Lance'''
 
  +
Similar to the [[Thaumaturgy (VTM)#Gifts of Faith|homonymous path]].<ref>{{b|VTDA|Veil of Night|page=160-163}}</ref>
The vizier takes either an accurate image of a target individual, or a small objet she once owned, and swallows it. He waits for an hour, then cuts (or has fellow viziers cut) the object out of his belly. Until the next inauspicious night, any Assamite in possession of the item or image improves her chances of killing the targeted individual.
 
   
  +
===Jinn's Gift===
The possessor of the ritualized item lowers the difficulties of all actions that bring her closer to killing the target individual (Storyteller's discretion) by the number of successes scored by the vizier. The ritual takes 2 hours to perform.
 
  +
Similar to the [[Thaumaturgy (VTM)#Path of Conjuring|Path of Conjuring]].<ref name="VTMRR-181">{{b|VTM|Vampire: The Masquerade Revised Rulebook|page=181}}</ref>
   
===Level Five Rituals===
+
===Life's Water===
  +
Similar to the [[Thaumaturgy (VTM)#Path of Blood|Path of Blood]].<ref name="VTMR-178">{{b|VTM|Vampire: The Masquerade Revised Rulebook|page=178}}</ref>
*'''Rite of Marduk Slain and Risen'''
 
The vizier makes contact with another Assamite. The beneficiary names a victim she intends to diablerize. The sorcerer then takes part in a group ceremony with at least three other participants who know the ritual. Donning rob and mask, he ritually enacts the myth of Marduk, taking the part of that god. The other participants alternately take the parts of Marduk's mother, Ea, his consort, Sarpanitu, and the chaos dragon, Tiamat. Tiamat "kills" Marduk, but Marduk "resurrects" himself and "slays" her, symbolically making her into the body of the world. Once this has been enacted, the primary ritualist must unflinchingly suffer a hard blow to the face from each of the other participants. The appearance of blood-tears in the ritualist's eyes signals the ritual's success.
 
   
  +
===Movement of the Mind===
If the beneficiary succeeds in diablerizing her specified target before the next sunrise, the victim's sire, the sire's childer, all of the target's childer, and any vampire in blood bond with the victim share his final sensations as he perishes. Each of them loses one blood point and three Willpower points, which go to the killer (though the character may not exceed her Trait maximums). If the killer's blood pool is full, the remainder goes to the vizier. Furthermore, all of these collateral targets suffer an effect that lasts until the passing of 13 inauspicious nights: they lose one Willpower for every 10 minutes they spend in the presence of the beneficiary or the vizier, as they suffer flashbacks to the original victim's demise.
 
  +
Similar to the [[Thaumaturgy (VTM)#Movement of the Mind|homonymous path]].<ref name="VTMRR-181"/>
  +
  +
===Path of the Ailing Jackal===
  +
Similar to the [[Thaumaturgy (VTM)#Path of the Father's Vengeance|Path of the Father's Vengeance]].<ref name="GttS-117">{{b|VTM|Guide to the Sabbat|page=117}}</ref>
  +
  +
===Path of the Blood's Curse===
  +
Similar to the [[Thaumaturgy (VTM)#Path of the Blood's Curse|homonymous path]].<ref name="BM-76">{{b|VTM|Blood Magic: Secrets of Thaumaturgy|page=76}}</ref>
  +
  +
===Path of Blood Nectar===
  +
Similar to the [[Thaumaturgy (VTM)#Path of Blood Nectar|homonymous path]].<ref name="BM-62">{{b|VTM|Blood Sacrifice: The Thaumaturgy Companion|page=62}}</ref>
  +
  +
===Path of Duat===
  +
Similar to the [[Akhu#Path of Duat|homonymous path]].<ref name="BM-26">{{b|VTM|Blood Sacrifice: The Thaumaturgy Companion|page=26}}</ref>
  +
  +
===Path of the Levinbolt===
  +
Similar to the [[Thaumaturgy (VTM)#Path of the Levinbolt|homonymous path]].<ref name="LS3-67">{{b|VTDA|Libellus Sanguinis 3|page=67}}</ref>
  +
  +
===Path of Warding===
  +
Similar to the [[Thaumaturgy (VTM)#Path of Warding|homonymous path]].<ref name="LS3-67"/>
  +
  +
===Suleiman's Laws===
  +
Similar to [[Thaumaturgy (VTM)#Spirit Manipulation|Spirit Manipulation]].<ref name="GttC-106">{{b|VTM|Guide to the Camarilla|page=106}}</ref>
  +
  +
===Weather Control===
  +
Similar to the [[Thaumaturgy (VTM)#Weather Control|homonymous path]].<ref name="GttC-108">{{b|VTM|Guide to the Camarilla|page=108}}</ref>
  +
  +
==Additional Powers==
  +
Although it is still possible to them, students of Assamite Sorcery have great difficulty learning the practices of other blood magic traditions. All experience points costs to learn other blood magic paths and rituals are increased by half (round up) for Assamite sorcerers. In addition, even once the sorcerer has incorporated these lessons into her repertoire, they are still alien to her. All invocations of a "foreign" path require one extra blood point and all rituals take triple the normal time and require one extra success for any desired result.<ref>{{b|V20|Vampire: The Masquerade 20th Anniversary Edition|page=440}}</ref>
  +
  +
==Rituals==
  +
{{main|List of Dur-An-Ki Rituals}}
  +
Many Assamite rituals revolve around contact between the reclusive [[Vizier (Assamite)|viziers]] and worldly assassins. The latter exchange [[Vitae (VTM)|vitae]] for magical services. Also, invoking rituals requires one to ingest at least one point of vitae from a vessel under the influence of ''kalif'', or to actively inhale large quantities of the smoke itself and consciously move it through one's body by forcing blood to circulate.
   
*'''Seeing with the Sky's Eyes'''
 
The vizier enters a trance state and concentrates on a subject individual. He must have on his person an accurate image of the target, or an object she once owned. He then sees a vision of the target, and in so doing learns her precise, current location, no matter where on earth she is. Viziers typically use this ritual at the behest of younger Assamites, locating victims for them in exchange for vitae.
 
 
==References==
 
==References==
  +
{{Reflist}}
<references></references>
 
  +
  +
* {{b|VTM|Clanbook: Assamite Revised|page=72-76}}
  +
* {{b|VTM|Blood Sacrifice: The Thaumaturgy Companion|pdf=36}} - chapter 2
  +
* {{b|VTM|Kindred of the Ebony Kingdom|page=102-104}}
  +
* {{b|DAV|Libellus Sanguinis 3: Wolves at the Door}}
  +
* {{b|DAV|Road of Heaven (book)|alt=Road of Heaven}}
  +
* {{b|VTM|Sins of the Blood|pdf=261}}
  +
* {{b|V20|The Black Hand: A Guide to the Tal'Mahe'Ra|page=104-105}}
  +
  +
----
  +
  +
{{note|Awakening_the_Steel}} '''Awakening the Steel'''
  +
{|border="0"
  +
| style="width:200px" |Awakening the Steel
  +
| style="width:300px" |[[Clanbook: Assamite Revised]]
  +
| Pg. 74-76
  +
|-
  +
|Awakening of the Steel
  +
|[[Vampire: The Masquerade 20th Anniversary Edition]]
  +
| Pg. 441-442
  +
|}
  +
  +
{{note|Hunter's_Winds}} '''The Hunter's Winds'''
  +
{|border="0"
  +
| style="width:200px" |The Hunter's Winds
  +
| style="width:300px" |[[Blood Magic: Secrets of Thaumaturgy]]
  +
| Pg. 123
  +
|-
  +
|The Hunter's Winds
  +
|[[Kindred of the Ebony Kingdom]]
  +
| Pg. 103-104
  +
|-
  +
|The Hunter's Winds
  +
|[[Rites of the Blood]]
  +
| Pg. 159-160
  +
|}
  +
  +
{{note|Covenant_of_Nergal}} '''Covenant of Nergal'''
  +
{|border="0"
  +
| style="width:200px" |Covenant of Nergal
  +
| style="width:300px" |[[Blood Sacrifice: The Thaumaturgy Companion]]
  +
| Pg. 43-44
  +
|}
  +
  +
{{note|Evil_Eye}} '''The Evil Eye'''
  +
{|border="0"
  +
| style="width:200px" |The Evil Eye
  +
| style="width:300px" |[[Blood Sacrifice: The Thaumaturgy Companion]]
  +
| Pg. 44-45
  +
|-
  +
|The Evil Eye
  +
|[[Kindred of the Ebony Kingdom]]
  +
| Pg. 102-103
  +
|-
  +
|Path of the Evil Eye
  +
|[[Rites of the Blood]]
  +
| Pg. 161-162
  +
|}
  +
  +
{{note|Music_of_the_Spheres}} '''Music of the Spheres'''
  +
{|border="0"
  +
| style="width:200px" |Music of the Spheres
  +
| style="width:300px" |[[Blood Sacrifice: The Thaumaturgy Companion]]
  +
| Pg. 46
  +
|}
  +
  +
{{note|Echoes_of_Allah's_Wrath}} '''Echoes of Allah's Wrath'''
  +
{|border="0"
  +
| style="width:200px" |Echoes of Allah's Wrath
  +
| style="width:300px" |[[Road of Heaven (book)|Road of Heaven]]
  +
| Pg. 70-72
  +
|}
  +
  +
{{note|Whispers_of_the_Heavens}} '''Whispers of the Heavens'''
  +
{|border="0"
  +
| style="width:200px" |Whispers of the Heavens
  +
| style="width:300px" |[[Libellus Sanguinis III: Wolves at the Door]]
  +
| Pg. 68-70
  +
|-
  +
|Whispers of the Heavens
  +
|[[Players Guide to the Low Clans]]
  +
| Pg. 176-179
  +
|}
  +
  +
{{note|Great_Dark_Mother}} '''Blessings of the Great Dark Mother'''
  +
{|border="0"
  +
| style="width:200px" |The Blessings of the Great Dark Mother
  +
| style="width:300px" |[[The Black Hand: A Guide to the Tal'Mahe'Ra]]
  +
| Pg. 86-87
  +
|}
   
  +
{{note|Keepers_Way}} '''The Keepers Way'''
  +
{|border="0"
  +
| style="width:200px" |The Keepers Way
  +
| style="width:300px" |[[Tome of Secrets]]
  +
| Pg. 42
  +
|}
   
Information about Assamite Sorcery can also be found in:
 
* {{b|VTM|Clanbook: Assamite Revised|page=72}}-76
 
* [[VTM]]: {{b|VTM|Blood Sacrifice: The Thaumaturgy Companion|pdf=36|nip=1}}, chapter 2
 
* {{b|VTM|Kindred of the Ebony Kingdom|page=102}}-104
 
* [[DAV]]: '''[[Libellus Sanguinus 3: Wolves at the Door]]'''
 
* {{b|DAV|Road of Heaven (book)|pdf=252|nip=1}}
 
* {{b|VTM|Sins of the Blood|pdf=261|nip=1}}
 
   
 
{{template:VTMdisciplines}}
 
{{template:VTMdisciplines}}
[[Category:Assamite|*]]
+
[[Category:Assamite]]
[[Category: Blood Magic (VTM)]]
+
[[Category:Blood Magic (VTM)]]
 
[[Category:Discipline (VTM)]]
 
[[Category:Discipline (VTM)]]
  +
[[Category:Trademark Blood Magic (VTM)]]

Revision as of 23:44, 10 June 2019

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 practiced 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 fulfill 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 expression.

Besides the Assamites, the other prominent faction to utilize Dur-An-Ki are the Baali of the Order of Moloch. Being in a unique position to know what Mesopotamian gods were masks for creatures of the Outer Dark and who were not, the Baali made covenants with the oldest, most primordial entities. In contrast to Assamites, who use kalif, the Baali mainly use pain inflicted by their own Clan Curse to achieve ecstasy.

Dur-An-Ki vs Assamite Sorcery

Dur-An-Ki is a form of magic that originated in ancient Mesopotamia that Assamite Sorcerers have incorporated into their own practices. However it is not confined to Assamites, or indeed Kindred, as it grew out of a mortal magical tradition, though it is likely only mages would have had any success using it.

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 of the Steel

Source[1]

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Confer with the Blade: See events and informations that have transpired around a weapon.
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Grasp of the Mountain: Mystically enforce the grip on your weapon
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Pierce Steel's Skin: Direct your weapon to destroy any protective measures of the enemy
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Razor's Shield: Allows to parry projectiles
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Strike at the True Flesh: Bypass any supernatural protection in your attack

Hunter's Winds

Source[2]

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Scent of Deception: Alters your scent
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Chameleon's Skin: Alter your skin and clothing to assume nearby coloring and texture
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Unassuming Pose: Blend in a crowd of people
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Whiff of Kalif: Appear physically intoxicating
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Ghost Body: Become invisible, inaudible, and intangible

Covenant of Nergal

Source[3]

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Maskim's Touch: Cause symptoms of influenza in a target
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Breath of Ereshkigal: Breath upon a target, inflicting minor disease
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Nergal's Blessing: Lessen the symptoms of a pathogenic illness
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Nergal's Wrath: Inflict a disease of choice on a target
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Ill Wind: Spread a disease simply through your nearby presence

Evil Eye

Source[4]

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Humiliation: Cause a victim to have bad luck in its next action
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Loss: Cause a victim to lose a valued piece of property
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Peril: Cause a victim to suffer a dangerous accident
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Enemy: Cause a victim to lose Allies
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet The Eye That Wounds: Inflict damage on your target

Music of the Spheres

Source[5]

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Song of Mercury: Deaden emotions through music
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Song of Venus: Enhance affection through music
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Song of Mars: Enhance aggression through music
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Song of Jupiter: Allows to resist Presence and similar attempts of emotional control
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Song of Saturn: Inspire supernatural fear in an audience

Echoes of Allah's Wrath

Source[6]

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Curse of Lifeless Mien: Curse a mortal to appear sinister and withdrawn
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Curse of Heavenly Dolor: Curse a mortal to recoil from symbols of faith
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Curse of Unfettered Rage: Curse a mortal to experience a Frenzy
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Curse of Boundless Thirst: Curse a mortal to gain only sustenance from blood
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Curse of Forbidden Sol: Curse a mortal to fear the sunlight like a vampire does

Whispers of the Heavens

Source[7]

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Map the Skies: Read the stars to determine your exact position
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Read the Heaven’s Plans: See an omen of the future
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Call Down the Hunter’s Moon: Determine the best course of action for specific undertaking
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Trace the Soul’s Favor: Divine important aspects from a person whose birth date is known
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Ripples on the Sea of Stars: See parts of the world from aerial perspective

Blessings of the Great Dark Mother

Source[8]

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Cradlesong: Sense any supernatural pacts or spiritual ties, including the Blood Bond, that bind a target
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Kessep: Sever one supernatural tie to a demon or spirit
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Sotheq: Temporarily block all supernatural ties to a demon or spirit
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Allah: Sever all supernatural pacts with a demon or spirit
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Memo: Purge a target from all supernatural pacts, as well as learning to whom he was indebted

Keepers Way

Note: This Path is only available to the protectors of the Heartsblood[9]

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Sense the Ripples: Use the accumulated knowledge of the Heartsblood to become aware of future events
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Gift of Haqim: Make blood points drawn from the Heartsblood last longer
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet The Distant Crimson: Use the Heartsblood to see through the eyes of any Assamite in a one hundred kilometer radius
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Know the Fate of One: Use the Heartsblood to gain detailed knowledge of the fate of a chosen vampire
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Cast into the Pool of Blood: Use the Heartsblood to influence future events by either aiding or hindering vampires in the vicinity of the Heartsblood

Similar 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 practiced by other Middle-eastern traditions.

Alchemy

Similar to the homonymous path.[1]

Covenant of Enki

Similar to Neptune's Might.[2]

Elemental Mastery

Similar to the homonymous path.[3]

Echo of Nirvana

Similar to the Path of the Focused Mind.[4]

Hands of Destruction

Similar to the homonymous path.[5]

Hand of the Magi

Similar to Lure of Flames.[6]

Gifts of the Heart

Similar to the homonymous path.[7]

Gifts of Faith

Similar to the homonymous path.[8]

Jinn's Gift

Similar to the Path of Conjuring.[9]

Life's Water

Similar to the Path of Blood.[10]

Movement of the Mind

Similar to the homonymous path.[9]

Path of the Ailing Jackal

Similar to the Path of the Father's Vengeance.[11]

Path of the Blood's Curse

Similar to the homonymous path.[12]

Path of Blood Nectar

Similar to the homonymous path.[13]

Path of Duat

Similar to the homonymous path.[14]

Path of the Levinbolt

Similar to the homonymous path.[15]

Path of Warding

Similar to the homonymous path.[15]

Suleiman's Laws

Similar to Spirit Manipulation.[16]

Weather Control

Similar to the homonymous path.[17]

Additional Powers

Although it is still possible to them, students of Assamite Sorcery have great difficulty learning the practices of other blood magic traditions. All experience points costs to learn other blood magic paths and rituals are increased by half (round up) for Assamite sorcerers. In addition, even once the sorcerer has incorporated these lessons into her repertoire, they are still alien to her. All invocations of a "foreign" path require one extra blood point and all rituals take triple the normal time and require one extra success for any desired result.[18]

Rituals

Main article: List of Dur-An-Ki Rituals

Many Assamite rituals revolve around contact between the reclusive viziers and worldly assassins. The latter exchange vitae for magical services. Also, invoking rituals requires one to ingest at least one point of vitae from a vessel under the influence of kalif, or to actively inhale large quantities of the smoke itself and consciously move it through one's body by forcing blood to circulate.

References


^  Awakening the Steel

Awakening the Steel Clanbook: Assamite Revised Pg. 74-76
Awakening of the Steel Vampire: The Masquerade 20th Anniversary Edition Pg. 441-442

^  The Hunter's Winds

The Hunter's Winds Blood Magic: Secrets of Thaumaturgy Pg. 123
The Hunter's Winds Kindred of the Ebony Kingdom Pg. 103-104
The Hunter's Winds Rites of the Blood Pg. 159-160

^  Covenant of Nergal

Covenant of Nergal Blood Sacrifice: The Thaumaturgy Companion Pg. 43-44

^  The Evil Eye

The Evil Eye Blood Sacrifice: The Thaumaturgy Companion Pg. 44-45
The Evil Eye Kindred of the Ebony Kingdom Pg. 102-103
Path of the Evil Eye Rites of the Blood Pg. 161-162

^  Music of the Spheres

Music of the Spheres Blood Sacrifice: The Thaumaturgy Companion Pg. 46

^  Echoes of Allah's Wrath

Echoes of Allah's Wrath Road of Heaven Pg. 70-72

^  Whispers of the Heavens

Whispers of the Heavens Libellus Sanguinis III: Wolves at the Door Pg. 68-70
Whispers of the Heavens Players Guide to the Low Clans Pg. 176-179

^  Blessings of the Great Dark Mother

The Blessings of the Great Dark Mother The Black Hand: A Guide to the Tal'Mahe'Ra Pg. 86-87

^  The Keepers Way

The Keepers Way Tome of Secrets Pg. 42


Vampire: The Masquerade Disciplines
Animalism · Auspex · Blood Sorcery · Celerity · Dominate · Fortitude · Obfuscate · Oblivion · Potence · Presence · Protean · Thin-Blood Alchemy
Amalgams Chimerstry · Dementation · Obeah · Serpentis · Valeren · Vicissitude
Legacy Abombwe · Bardo · Chimerstry · Daimonion · Deimos · Dementation · Flight · Kai · Kineticism · Maleficia · Melpominee · Mytherceria · Nihilistics · Obeah · Obtenebration · Quietus · Rift · Sanguinus · Serpentis · Spiritus · Striga · Temporis · Thanatosis · Valeren · Vicissitude · Visceratika
Legacy Blood Magic Abyss Mysticism · Akhu · Thaumaturgical Countermagic · Dur-An-Ki · Mortis · Nahuallotl · Voudoun Necromancy · Western Necromancy · Ogham · Sadhana · Sihr · Thaumaturgy · Dark Thaumaturgy · Sielanic Thaumaturgy · Assamite Sorcery · Anarch Sorcery · Koldunic Sorcery · Setite Sorcery · Wanga