This allows the Assamite Sorceror to weild disease as a defense or attack.

System: This attacks the character's physical attributes: Strength, Dexterity and Stamina. If the character's attributes fall to 0 then the character is immediately incapacitated. If the character's STAMINA falls below 0 then the result for a mortal foe is death and a kindred foe is Torpor. These attacks ar not accumulate and can negate each other, except for Ill Wind. Successes are up to 5, extra are not recognized. The roll for the Sorceror is WP based on target's WP.

1 • Maskim's Touch

This allows the Sorceror through touch, or within 3 feet, to cause the effects of influenza in its victim.

System: If the WP roll succeeds, then the Victim loses 1 dot for Strength, Dexterity, AND Stamina for 1 hour.

2 • Breath of Ereshkigal

This allows the Sorceror to breath on his or her victim from up to 50 feet away, and CAN be used more than once. Taking in a a breath and breathing in the victim's direction will reduce the number of ALL physical Attributes by 1.

1 • 1 hour

2 • 1 night

3 • 2 nights

4 • 4 nights

5 • 1 week

3 • Nergal's Blessing

This allows the Sorceror to cure minor diseases AND/OR reduce the effects of severe diseases. The Sorceror must touch the Victim.

It cannot cure things such as allergies, deficiency disease (HIV/AIDS), cancer, arthritis or genetic disorders, BUT it will alleviate the effects for one day. It will not help with mental illness, unless it was caused by something organic.

4 • Nergal's Wrath

This, through touch, allows the Sorceror to induce severe disease in a victim. This is a REAL infection and grows at an unnatural speed, and might become gangrene, leprosy, etc. Examples of such diseases is Malaria, Cholera, Yellow Fever... etc.

System: Botch means the caster inflicts the disease on self (Can be cured by Nergal's Blessing), for 5 hours per 1 rolled, plus the loss of WP. - Each hour of the character's illness, the victim must make a Stamina + Survival roll (dif 8). Failure means the character loses one health level AND 1 dot per Physical Attribute. If the victim has medicine then it can be substituted for Survival and it will drop the difficulty to 6. If the victim can survive 5 successes before dying, then the Wrath ends. Note: Vampires can counter the effects by burning vitae to heal damage. AND Nergal's Wrath does not stop in daylight hours.

5 • Ill Wind

This allows the Sorceror to walk by targets and make them sick. Disease appears natural and progresses normally. Only Magic or Airtight chambers can protect against the curse. It is unknown to even the Sorceror what disease will be inflicted.

Once the effect has started, the victims lose 3 dots per attribute level.

Stamina + Survival/Medicine roll (difficulty 7/5) Each success recovers 1 dot per Physical Attribute. Failure means losing one per. Ill Wind ends when the victim recovers all Physical Attributes or dies.

1 • 4 people

2 • 8 people

3 • 12 people

4 • 20 people

5 • EVERYONE within 50 feet of Sorceror.

This level does NOT protect victims from the other 4 Covenant of Nergal castings. So be careful.