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Path of the Desert Sand (Assamite Sorcery)

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by: Eric Castro for Sanguinus Curae

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Assamites, rulers of the desert by far, have grown in touch with that land which they call home through their use of sorcery. This is one example of how the masters of the desert have gained their notoriety.

Viva sepultura

With this power, the vampire can cause any loose dirt, sand or gravel of a large enough quantity to envelop the target, effectively burying him alive. Under normal circumstances, the target can dig his way out with a little effort.

System: The amount of sand corresponds with how much you can bury at any one time. One foot of loose sand might cause a tripping hazard or slow a pursuer, while eight feet will bury anyone standing up. The first turn buried causes no damage, but each turn thereafter causes one point of damage cumulative as the mortal suffocates. This is little more than an inconvenience to non-breathing vampires.

Whisper of the Desert Wind ●●

It is said that the Assamites are a well communicated clan, and this spell validates that claim. With this, an Assamite's voice can travel hundreds of miles at sub-audible tones, eventually reaching its target and sounding like a whisper only the intended recipient can hear. Sentences can be simple or complex, but as long as the spell succeeds, the target will get the message.

System: Distance and amount of message is dependent upon how many successes are rolled at the time of casting.

 

Successes

Distance

Message Length

1

Across a room

A word

2

A mile

A simple phrase

3

10 miles

Standard sentence

4

100 miles

Paragraph

5+

Any distance

A complete thought

 

Flight of the Djinn ●●●

Flight of the Djinn allows the caster to summon a dust devil large enough to lift the sorcerer into the air and take her wherever she may wish. The sorcerer is totally concealed by the cyclone as she travels, as well as defended with flying debris.

System: This costs two blood points to use. The Thaumaturgist is encompassed in a small tornado, standing in the eye. The sorcerer does not spin. The tornado has an effective armor 3 and anyone within melee distance has to worry about debris as the tornado hurls objects about hitting with a tremendous force at the caster's command. The caster can travel at a stunning 45 mph.

Desert Extremes ●●●●

With this ability, the Thaumaturgist summons either the searing heat of the noon day sun or the freezing cold of the desert nights, all contained within a six foot radius. The heat is enough to strip the water from even a vampire's vitae and the cold is enough for hypothermia to set in, all in the matter of moments.

System: The caster spends three blood points and designates which extreme they wish to use: heat or cold. The caster and target then make a contested stamina roll, Difficulty 8. If the target wins, the temperature has no effect on him. If the caster wins, one of two things will happen, depending upon the chosen extreme:

Cold = The target loses a number of wounds equal to the successes gained by the caster.

Heat = The target loses a number of Blood Points equal to the successes gained by the caster.

Summon the Storm ●●●●●

This ability allows the Assamite to summon and control a fierce storm appropriate to the area (i.e., a sand storm for the desert, tornados for plains); this way, the assassin can conceal himself. This is the pinnacle proof of the Assamites’ bond with the land.

System: The player spends 3 blood points and a willpower point at the casting of the spell, which summons a storm so intense all within it must make a courage roll to stay. Those who fail will seek the nearest shelter. The player can increase the size of the storm by a 10 mile radius for every willpower point spent after the first. Only the summoner is unaffected by the blinding conditions of the storm. All except the spellcaster must make wits rolls, difficulty 7 (or 9, if using Auspex), in order to shield their eyes enough to see through the wind and debris.

 

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