White Wolf Wiki
Register
Advertisement

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. [1]

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Confer with the Blade
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Grasp of the Mountain
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Pierce Steel's Skin
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Razor's Shield
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Strike at the True Flesh

The Hunter's Winds

Powers of stealth which may be bestowed on others to be activated at will. [2]

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Scent of Deception
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Chameleon's Skin
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Unassuming Pose
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Whiff of Kalif
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Ghost Body

Covenant of Nergal

A path which creates and manipulates disease among mortal and Kindred alike. [3]

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Maskim's Touch
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Breath of Ereshkigal
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Nergal's Blessing
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Nergal's Wrath
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Ill Wind

The Evil Eye

Inflicts a number of baleful curses on victims. [4]

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Humiliation
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Loss
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Peril
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Enemy
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Chasm Zakhm

Music of the Spheres

Power over the emotions of those who hear the practitioner's unearthly music. [5]

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Song of Mercury
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Song of Venus
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Song of Mars
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Song of Jupiter
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Song of Saturn

Echoes of Allah's Wrath

A path that is similar to Sihr;[6]

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Curse of Lifeless Mien
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Curse of Heavenly Dolor
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Curse of Unfettered Rage
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Curse of Boundless Thirst
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Curse of Forbidden Sol

Whispers of the Heavens

The primary focus of Whispers of the Heavens is to prophesize the future.[7]

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Map the Skies
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Read the Heaven’s Plans
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Call Down the Hunter’s Moon
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Trace the Soul’s Favor
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet 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;[8]
  • Jinn's Gift: equivalent to the Path of Conjuring;[9]
  • Hand of the Magi: equivalent to the Lure of Flames;[10]
  • Covenant of Enki: equivalent to the Neptune's Might;[11]
  • Elemental Mastery: like the homonymous Path;[12]
  • Suleiman's Laws: equivalent to the Spirit Manipulation; [13]
  • Path of the Ailing Jackal: equivalent to the Path of the Father's Vengeance;[14]
  • Echo of Nirvana: equivalent to the Path of the Focused Mind;[15]
  • Movement of the Mind: like the homonymous Path;[16]
  • Hands of Destruction: like the homonymous Path;[17]
  • Weather Control: like the homonymous Path;[18]
  • Alchemy: like the homonymous Path;[19]
  • Path of the Blood's Curse: like the homonymous Path;[20]
  • Path of Duat: a Path that share similarities to Setite Sorcery;[21]
  • Path of Blood Nectar: like the homonymous Path;[22]
  • Path of Warding: like the homonymous Path [23];
  • Path of the Levinbolt: like the homonymous Path [24];
  • 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.

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.

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.

  • Pebble From the Mountain

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.

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.

Level Two Rituals

  • 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

  • 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.

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.

Level Four Rituals

  • 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.

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.

  • Directing Ahriman's Lance

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.

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.

Level Five Rituals

  • 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.

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.

  • 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


Information about Assamite Sorcery can also be found in:

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
Advertisement