TEXT: L5R 3rd Edition, Comprehensive Errata
  Compiled by Hiruma Gacho, July 3rd 2008
  Base Mechanics
  Doubling values
  All doublings in L5R simply add the initial amount to the initial 
  amout for a total final amount and do NOT double the current 
  value. This means that if two effects double a value, that value is 
  added three times (base, and once per each of the two doublings). 
  If a later effect doubles the value, it adds the initial amount to the 
  final total. (Darrin Clough on Monday June 16, 2006)
  Initiative (3E 165)
  Initiative scores cannot be reduced below 0. (Shawn Carman on 
  Wednesday November 16, 2005)
  Taryu-jiai duels (Avatar variant) (AotD 14)
  The avatars cannot be used in any context except fighting in the 
  duel. (Darrin Clough on Friday May 25, 2007)
  TN to be Hit (3E 319)
  Your TN to be Hit by anyone you are unaware of is 5 + Armor. 
  Techniques  that  add  to  your  TN  still  apply unless  specified 
  otherwise. (Shawn Carman on Monday June 19, 2006)
  Experience Points and Character Points (3E 88, 211)
  Although most costs are the same between them, these are not 
  interchangeable. (Shawn Carman on Thursday July 27, 2006)
  Combat Maneuvers
  Disarm (3E 168)
  A Disarm requires a normal attack with 3 Raises. If the attack 
  roll is successful, you make a Contested attack roll against your
  opponent, who may use Strength in place of the Trait normally 
  used to attack with that weapon. If you win the Contested roll,
  your opponent is disarmed. (Darrin Clough on Saturday June 21, 
  2008)
  Guard (3E 168)
  Does not work on Full Defense. Ignore the last sentence. (Darrin 
  Clough on Tuesday May 22, 2007)
  Skills
  Phantom Skill Ranks
  Effects  that  raise  your  effective  Skill  Rank  without  actually 
  increasing  your  Skill  never  grant  Mastery  Abilities.  (Shawn 
  Carman on Tuesday August 6, 2006)
  Any effect that raises your effective Skill Rank permanently 
  (such as the Crafty Advantage) counts toward the requirements 
  to Advanced Schools. (Darrin Clough on Friday June 27, 2008)
  Skill Substitution
  When an ability allows you to use one Skill in place of another, 
  you  are  not  considered  to  be  using  the  original  Skill.
  Mastery Abilities that are tied to the use of a Skill apply only to 
  the  Skill  you  are  using,  but  other  Mastery  Abilities
  that you possess work normally. You may not use an Emphasis of 
  the  Skill  you  are  not  using  unless  it  is  an  Emphasis
  that you have for the Skill you are using.  (Shawn Carman on 
  Tuesday August 1, 2006)
  High Skills
  Artisan Skills (3E 95)
  Artisan Skill Mastery Abilities apply to all Skills with the Artisan 
  Skill subtype. (Rich Wulf on Tuesday July 5, 2005)
  Lore Skills (3E 98)
  Lore Skill Mastery Abilities apply to all Skills with the Lore 
  Skill subtype. (Rich Wulf on Tuesday July 5, 2005)
  Medicine (3E 98)
  Rank 7: You roll only one additional die at this Rank (total of 
  three). (Shawn Carman on Sunday May 29, 2005)
  Performance (3E 98)
  Performance Skill Mastery Abilities apply to all Skills with the 
  Performance Skill subtype. (Rich Wulf on Tuesday July 5, 2005)
  Craft Skills (3E 100)
  Craft Skill Mastery Abilities apply to all Skills with the Craft 
  Skill subtype. (Rich Wulf on Tuesday July 5, 2005)
  Bugei Skills
  Defense (3E 102)
  You may declare Full Defense outside of combat. If you then 
  enter combat, it functions exactly as if you had used the Mastery 
  Ability for Rank 5, although you do not have to possess 5 Ranks 
  in the Skill to do this. (Shawn Carman on Friday June 9, 2006)
  Rank 5: This is considered your action for the Round, so you 
  may not take Complex Actions or Attack Actions for the first 
  Round even if you have an ability that allows such actions while 
  on Full Defense. (Shawn Carman on Friday June 9, 2006)
  Rank 7: This replaces the bonus from Rank 3. (Shawn Carman 
  on Friday June 9, 2006)
  Polearms (3E 101)
  There is no Sang Kauw Emphasis for Polearms. Wielding a Sang 
  Kauw uses the Staves Skill. (Ryan Goossens on Friday June 27, 
  2008)
  Low Skills
  No errata.
  Advantages
  Advantages After Creation (3E 106, 211)
  Advantages  that  are  not  Inherent  may  be  purchased  with 
  Experience Points for double the listed Character Point cost. 
  (Shawn Carman on Monday June 19, 2006)
  Bishamon's Blessing (3E 106)
  Free Raises do not trigger Bishamon's Blessing. (Brian Yoon on 
  Tuesday July 26, 2006)
  Combat Reflexes (3E 107)
  You cannot switch Initiative with a combatant you are unaware 
  of. (Rich Wulf on Monday June 27, 2005)
  Priority to use CR starts with the highest Initiative, then goes 
  down from there. (Rich Wulf on Saturday June 25, 2005)
  When you use Combat Reflexes on an opponent and one or both 
  of you have an Initiative-modifying kata active, you switch base 
  1
  
  Initiative with them. The kata bonus or penalty is removed from 
  the old total(s) and added to the new total(s) for each character. 
  (Shawn Carman on Saturday July 8, 2006)
  Fleet (3E 107)
  Increases your movement rate by 10' per point and is factored 
  after  abilities  and  situations  that  alter  your  Water  Ring
  or  multiply  your  movement  rate  (such  as  running).  (Darrin 
  Clough on Sunday January 21, 2007)
  Great Potential (3E 108)
  You may make any number of Raises with the chosen Skill. 
  (Shawn Carman on Sunday May 29, 2005)
  Ishiken-do (3E 109)
  Only grants one Free Raise, regardless of how many Void Points 
  you spend. (Shawn Carman on Tuesday June 21, 2005)
  Servant (3E 112)
  Servants have all Traits at 2. (Shawn Carman on Monday June 
  19, 2006)
  Disadvantages
  No errata.
  Schools
  Paths (also called New Paths) (TFW 14)
  Following  a  Path's  entry  and  egress  waives  all  the  normal 
  requirements of Multiple Schools, including Skill Ranks. (Shawn 
  Carman on Thursday November 3, 2005)
  Crab Schools
  Hida Bushi School (3E 119)
  Rank 5: Doubling your Wounds per Wound Rank is permanent. 
  (Rich Wulf on June 6, 2005)
  Hida Defender Advanced School (AotD 30)
  Rank 1: You may not use a weapon skill other than Kenjutsu in 
  place of Iaijutsu. (Shawn Carman on Monday June 4, 2007)
  More errata / clarifications forthcoming.
  Hida Wrestler (Bushi) (AotD 30)
  Rank 5: This is distinct from the Hida Bushi Rank 5 Technique 
  of the same name. It does not permanently double your Wound 
  Ranks  like  the  Hida  Bushi  Technique.  (Darrin  Clough  on 
  Tuesday May 1, 2007)
  Hiruma Grappler Path (Bushi) (AotD 31)
  Technique Rank: 3 (Shawn Carman on Saturday May 12, 2007)
  Hiruma Scout School (3E 121)
  This is a Bushi School. (Rich Wulf on Monday June 27, 2005)
  Kuni Duelist Path (Shugenja) (AotD 31)
  Technique Rank: 4 (Shawn Carman on Saturday May 12, 2007)
  Tetsubo Duelist Path (Bushi) (AotD 31)
  Technique Rank: 3 (Shawn Carman on Saturday May 12, 2007)
  Tsuru's Legion Path (Bushi) (AotD 31)
  The three Free Raises you get for charging are in addition to the 
  two Free Raises you get for declaring the Full Attack posture. 
  (Shawn Carman on Monday May 8, 2006)
  Yasuki Sumai Path (Bushi) (AotD 32)
  Technique Rank: 3 (Shawn Carman on Saturday May 12, 2007)
  Path of Entry: Hida Wrestler 2
  Path of Egress: Hida Wrestler 3 or Yasuki Courtier 1  (Shawn 
  Carman on Tuesday June 5, 2007)
  Crane Schools
  Asahina Duelist Path (Shugenja) (AotD 45)
  Technique Rank: 4 (Shawn Carman on Saturday May 12, 2007)
  Daidoji Duelist Path (Bushi) (AotD 45)
  Technique Rank: 4 (Shawn Carman on Saturday May 12, 2007)
  Daidoji Harrier School (3E 124)
  Rank 3: This may be used any number of times per Round, so 
  long as  you  do  not  exceed  your  normal  movement.  (Shawn 
  Carman on Monday May 8, 2006)
  Diadoji Iron Warriors Path (TFW 15)
  Path of Entry: Daidoji Harrier 2, Daidoji Yojimbo 2, Kakita 
  Bushi 3
  Path of Egress: Re-enter Harrier or Yojimbo School at Rank 3, 
  Hida Bushi 1 (Brian Yoon on Tuesday November 1, 2005)
  Daidoji Yojimbo School (Bushi) (TFW 151)
  (Shawn Carman on Wednesday November 2, 2005)
  Rank 5: You may immediately take the rest of your action, 
  including any additional attacks you have.  (Shawn Carman on 
  Wednesday November 16, 2005)
  Doji Arbiter Path (Courtier) (AotD 46)
  Technique Rank: 5 (Shawn Carman on Saturday May 12, 2007)
  Doji Courtier School (3E 123)
  Rank 1: You may add twice your Honor Rank to all Courtier, 
  Etiquette,  Lore:  Heraldry  and  Storytelling  (Oratory)  rolls. 
  (Shawn Carman on Sunday May 29, 2005)
  Doji Magistrate School (Bushi) (TFW 152)
  Rank 3: "Normal TN to be Hit" for this Technique is defined as 
  Reflexes x 5 and does not include equipment, Skill, or Technique 
  bonuses. (Shawn Carman on Saturday February 16, 2005)
  Kakita Artisan School (Courtier) (AotD 41)
  Rank  4: You  gain  +2k2  to  all  Skill  rolls  involving  your 
  discipline (replacing the bonus from Rank 2). (Shawn Carman on 
  Monday June 4, 2007)
  Rank 5: You lose Glory Points equal to the Rank of the Favor, 
  not Glory Ranks. (Shawn Carman on Monday June 4, 2007)
  Kakita Bushi School (3E 119)
  Skills: Etiquette,  Iaijutsu,  Kenjutsu  (Katana),  Kyujutsu, 
  Meditation, any High skill, any High or Bugei skill.  (Shawn 
  Carman on Sunday May 29, 2005)
  Master of Ikebana Path (Courtier) (AotD 46)
  Technique Rank: 3 (Shawn Carman on Saturday May 12, 2007)
  Master of Poetry Path (Courtier) (AotD 46)
  Technique Rank: 3 (Shawn Carman on Saturday May 12, 2007)
  2
  
  Master of Wits Path (Courtier) (AotD 46)
  Technique Rank: 3 (Shawn Carman on Saturday May 12, 2007)
  Dragon Schools
  Hojatsu's Legacy Advanced School (AotD 57)
  Rank 2: If they have Techniques that allow extra Focus attempts, 
  they still lose the other benefits of those Techniques.  (Shawn 
  Carman on Monday June 4, 2007)
  Kikage Zumi Madman Path (Monk) (AotD 58)
  You gain a tattoo for the Rank gained when entering the Path, but 
  not when egressing from the Path. (Shawn Carman on Monday 
  June 4, 2007)
  Kitsuki Justicar Path (Bushi) (TFW 16)
  Path of Entry: Kitsuki Courtier 3, Kitsuki Investigator 2
  Path of Egress: Re-enter the same School at the next-highest 
  Rank (Shawn Carman on Thursday November 3, 2005)
  Mirumoto Bushi School (3E 125)
  Rank 1: Rank 1: Negate both the penalty for attacking while 
  holding  a  weapon  in  your  other  hand  and  the  penalty  for 
  attacking with your off-hand while wielding a daisho. (Rich Wulf 
  on June 3, 2005)
  Rank  4: You  may not  make  more  than  twice  your  normal 
  amount of attacks for the Round by using this Technique. (Shawn 
  Carman on Sunday May 29, 2005)
  Mirumoto Swordmaster School (Bushi) (TFW 156)
  Rank 5: Enemies who do not immediately spend a Void Point 
  may not spend Void Points or make Raises for any reason until 
  after their next action.  (Shawn Carman on Tuesday November 
  22, 2005)
  Mirumoto Talons Path (Bushi) (AotD 58)
  You  may  choose  either  Mirumoto  Bushi  or  Mirumoto 
  Swordmaster as your School for this Technique; your School 
  Rank is increased by one for the purpose of this Technique.
  You may activate this Technique on your turn without an action; 
  it remains active for a number of Rounds equal to your School 
  Rank. While it's active, you gain a bonus to your damage rolls 
  equal to your School Rank x 3. (Shawn Carman on Monday June 
  4, 2007)
  Nightingale Samurai Path (Bushi) (TFW 16)
  Using this Technique is a Complex Action. (Shawn Carman on 
  Saturday February 11, 2006)
  Students of the Tao Advanced School (Bushi) (TFW 8)
  If you designate Void as your "chosen element" for kiho, you 
  must still have another Ring at 4. (Shawn Carman on Tuesday 
  November 01, 2005)
  All non-Shugenja characters join this version of the School, not 
  the Shugenja variant.  (Shawn Carman on Monday October 31, 
  2005)
  May not purchase additional kiho with xp, as they are Bushi and 
  kiho may only be purchased for xp by Monks and Shugenja.
  Students of the Tao Advanced School (Shugenja) (TFW 8)
  If you designate Void as your "chosen element" for kiho, you 
  must still have another Ring at 4. (Shawn Carman on Tuesday 
  November 01, 2005)
  All non-Shugenja characters (even Monks) instead join the Bushi 
  variant of this School. (Shawn Carman on Monday October 31, 
  2005)
  May purchase additional kiho for xp following the standard rules 
  for Shugenja.
  Lion Schools
  Akodo War College (Bushi) (TFW 159)
  Rank 2: This refers to the Tides of Battle sidebar on page 166 of 
  the Core Rules. It does not apply to the rules on page 170 and 
  page 205 that share the name. (Brian Yoon on Monday October 
  31, 2005)
  Rank 5: This a Use Special Ability Action and you may not 
  make any attacks that Round even if you have an ability that 
  would  normally  allow  you  to.  (Shawn  Carman  on  Monday 
  October 31, 2005)
  Ikoma Spymaster (Courtier) (SUP)
  This  is  a  Courtier  School.  (Shawn  Carman  on  Thursday 
  December 22, 2005)
  Rank 1: The Free Raises apply to all rolls for the listed time 
  period. (Darrin Clough on Tuesday April 17, 2007)
  Rank 5: Using this Technique is a Simple Action and reveals 
  your  location  if  you  are  hidden.  (Brian  Yoon  on  Saturday 
  February 11, 2006)
  Lion Deathseekers Path (Bushi) (TFW 16)
  Path of Egress: Re-enter the same School at the next-highest 
  Rank; any Lion or Ronin Bushi at Rank 1 if used as an entry-
  level Path. (Shawn Carman on Tuesday November 22, 2005)
  Lion Wardens Path (Bushi) (TFW 17)
  Outfit: As Akodo Bushi, with a yari and a steed. (Shawn Carman 
  on Satuday February 11, 2005)
  Matsu Berserker School (Bushi) (3E 131)
  Rank 1: The Free Raises are spent and depleted. You gain a new 
  pool of Free Raises every Round that you declare Full Attack 
  posture, and they disappear at the end of the Round if unspent. 
  (Shawn Carman on Wednesday May 17, 2006)
  Matsu Duelist Path (Bushi) (AotD 71)
  Clarification: The TN bonus does not apply in a duel.  (Shawn 
  Carman on Tuesday June 5, 2007)
  Mantis Schools
  Tsuruchi Master Bowman Path (Bushi) (AotD 83)
  You may attack with a bow in the Full Attack posture, gaining 
  two Free Raises and suffering the standard Full Attack penalty. 
  When you do so, you must sacrifice one of your attacks for the 
  listed benefit. (Darrin Clough on Tuesday May 29, 2007)
  Whirlwind Duelist Path (Bushi) (AotD 84)
  No errata (yet). It is just as awful as it appears.
  Yoritomo Bushi School (3E 132)
  Rank 2: Cannot be used without a weapon. (Shawn Carman on 
  Wednesday May 17, 2006)
  Yoritomo Kobune Pilot Path (Bushi) (AotD 83)
  You may add your Water x 2 to Initiative rolls even though they 
  are not Skill rolls. (Shawn Carman on Monday June 4, 2007)
  3
  
  Phoenix Schools
  Dragon Channeler Advanced School (Shugenja) (TFW 10)
  Affinity  /  Deficiency: Dragon  Channelers  lose  all  previous 
  Affinities  and  Deficiencies,  and  instead  gain  an  Affinity
  for Dragon spells and a Deficiency for all non-Dragon spells. 
  (Shawn Carman on Saturday February 11, 2006)
  You do not lose the Blessing of the Elements advantage even 
  though you no longer qualify for it. (Shawn Carman on Saturday 
  February 11, 2006)
  Isawa Duelist Path (Shugenja) (AotD 94)
  This was originally printed as an Advanced School with only one 
  Technique. Use this Path information instead:
  Technique Rank: Variable
  Requirements: Any 3 Rings at 4, Meditation 5, Spellcraft 5, 
  Theology 4, any Lore 4, either Blessing of the Elements (any 
  Element) or Magic Resistance.
  Special: You may waive the Advantage Requirement by raising 
  all Ring requirements by 1.
  Path of Entry: Any Phoenix Shugenja School at any Rank.
  Path of Egress: Re-enter the same School at the next-highest 
  Rank. (Shawn Carman on Tuesday June 5, 2007)
  Isawa Tensai School (Shugenja) (TFW 171)
  Starting  Skills: Calligraphy,  Lore:  History,  Meditation,  Tea 
  Ceremony,  Theology (Shintao),  any two High  Skills  (Shawn 
  Carman on Monday October 31, 2005)
  Starting Spells: Includes Counterspell in addition to the listed 
  spells. (Shawn Carman on Saturday June 25, 2005)
  The shugenja does not automatically know all the spells of their 
  chosen element; they just get the Innate Ability advantage for 
  spells of their chosen element that they already know. They
  may also purchase Innate Ability for any of those spells, which 
  gives them an additional Free Raise to cast it. (Shawn Carman on 
  Sunday October 30, 2005)
  Shiba Artisan Advanced School (Courtier) (AotD 94)
  This is meant to replace the Shiba Artisans Path (???) [Phoenix] 
  SUP. That Path will retain a separate entry here for players that 
  prefer that version. (Shawn Carman on Monday June 4, 2007)
  Rank 2: For every Artisan Skill you have at Rank 3 or above, 
  you gain 1 point of Insight. (Darrin Clough on Sunday May 13, 
  2007)
  Shiba Artisans Path (Courtier) (SUP)
  This Path has been replaced by the Shiba Artisan Advanced 
  School (Courtier) [Phoenix] AotD 94. It is mechanically different 
  enough that it will remain here and in the SUP for players that
  prefer the that version.  (Shawn Carman  on Monday June 4, 
  2007)
  Shiba Bushi School (3E 135)
  Rank 4: The range of this Technique is 50 feet. (Shawn Carman 
  on Tuesday June 21, 2005)
  Rank 5: Does not act as an additional Void Point spent; instead, 
  it  merely  doubles  the  benefit  of  any  Void  Points
  actually  spent.  Does  not  grant  two  Focus  attempts.  (Shawn 
  Carman on Monday May 8, 2006)
  More errata / clarifications forthcoming.
  Shiba Yojimbo School (Bushi) (TFW 171)
  Rank 2: You gain a Free Raise to use on the Guard combat 
  maneuver. You gain the TN to be Hit bonus from the Guard 
  maneuver in addition to your ally gaining it. (Shawn Carman on 
  Monday May 8, 2005)
  When you Guard an ally, their TN to be Hit increases to match 
  yours before they receive the TN bonus from your use of the 
  Guard  Combat  Maneuver.  (Shawn  Carman  on  Wednesday 
  November 16, 2005)
  Rank 5: This Technique does not prevent opponents from using 
  Free  Raises  for  damage;  it  just  prevents  them  from  calling 
  additional Raises for damage. (Shawn Carman on Monday May 
  8, 2006)
  More errata / clarifications forthcoming.
  The two rulings for Rank 2 are not mutually exclusive, but they 
  were probably not intended to work together.
  Each group should decide individually how they want to use 
  this Technique until a final clarification is made.
  Scorpion Schools
  Bayushi Defender Path (Bushi) (AotD 107)
  Path  of  Egress: Re-enter your  School  of Entry at  Rank  3.
  (Shawn Carman on Monday June 4, 2007)
  Bayushi Defiler Path (Courtier) (AotD 107)
  If the die rolls more 8's or 9's, it may continue to explode as long 
  as you keep rolling them. (Shawn Carman on Monday June 4, 
  2007)
  Bayushi Violator Path (Bushi) (TFW 18)
  Using  this  Technique  is  a  Simple  Action  and  reveals  your 
  location if you are hidden. (Brian Yoon on Saturday February 11, 
  2006)
  The Technique may only be used in combat, and its use is both 
  obvious and overtly hostile. Only enemies are affected; anyone 
  the Violator considers an ally is exempt.  (Shawn Carman on 
  Saturday February 11, 2006)
  Enemies that move outside of the 15' range regain full use of 
  their abilities, even those used that could be used to make range 
  attacks against the Violator. (Shawn Carman on Monday May 8, 
  2006)
  Techniques, kata, tattoos, and spells are not canceled outright; 
  affected  characters may spend  one Void  Point  per ability to 
  regain their full use for the duration of the Violator's Technique, 
  and  any  active  abilities  resume  with  their  original  duration. 
  (Shawn Carman on Saturday February 11, 2006)
  The Focus benefit refers to using the Focus action in combat; it 
  does not take effect in iaijutsu duels. (Shawn Carman on Monday 
  May 8, 2006)
  Bitter Lies Swordsman Path (Bushi) (TFW 18)
  Also appears on TFW page 57; the version on page 18 is the 
  correct version. (Shawn Carman on Monday October 31, 2005)
  Shosuro Yojimbo Path (Bushi) (TFW 19)
  Path of Egress: Shosuro Shinobi at the appropriate Rank. (Brian 
  Yoon on Tuesday November 01, 2005)
  Yogo Duelist Path (Shugenja) (AotD 107)
  This was originally printed as an Advanced School with only one 
  Technique. Use this Path information instead:
  Technique Rank: Variable
  Special: You may not use Multiple Schools to enter this Path if 
  you have no Ranks in the Yogo Shugenja School.
  Path of Entry: Yogo Shugenja School at any Rank.
  Path of Egress: Re-enter the Yogo Shugenja School at the next-
  highest Rank. (Shawn Carman on Tuesday June 5, 2007)
  4
  
  Spider Schools
  Goju Ninja School (???) (TFW 141)
  Rank 1: This Technique may be used in an iaijutsu duel. (Shawn 
  Carman on Saturday February 11, 2006)
  Unicorn Schools
  Iuchi Shugenja School (3E 142)
  Starting  Spells: Sense,  Commune,  Summon,  Counterspell, 
  Heart of Nature, Nature's Touch, plus 3 Water, 2 Earth, and 1 Air 
  (Shawn Carman on Sunday May 29, 2005)
  Shinjo Bushi School (TFW 179)
  Rank 2: Bonus only applies to you. Does not allow additional 
  attacks. (Shawn Carman on Thursday November 3, 2005)
  Imperial Schools
  Student of the Ruby Dojo Advanced School (Bushi) (AotD 
  149)
  Rank 1: The name of this Technique is The Righteous Heart 
  Cannot Falter. (Shawn Carman on Monday June 4, 2007)
  Toturi Bushi School (TFW 183)
  Starting skills: Battle (Battle Lore), Defense, Iaijutsu, Kenjutsu, 
  Spears, War Fans, any one Skill.
  Rank 2: Gain +1k1 to attack and damage rolls with a war fan.
  Rank 4: Gain +0k1 to attack and damage rolls with a war fan. 
  (Shawn Carman on Monday October 31, 2005)
  Minor Clan Schools
  Kitsune Shugenja School (3E 147)
  Starting Spells: Sense, Commune, Summon, Counterspell, plus 
  3 Earth, 2 Air, 1 Water  (Shawn Carman on Sunday May 29, 
  2005)
  Technique: You may bring unwilling people through the portal, 
  but they have to be physically forced through. They still cannot 
  return  to  Ningen-do  without  assistance.  (Shawn  Carman  on 
  Thursday July 27, 2006)
  Minor Clan Diplomat Path (Courtier) (TFW 21)
  Path of Egress: Any School of your Clan at Rank 1.  (Shawn 
  Carman on Saturday February 11, 2006)
  Suzume Bushi School (TFW 189)
  Rank 1: Your TN to be Hit increases for the duration of the 
  skirmish. This can  be done only once per skirmish.  (Shawn 
  Carman on Saturday February 11, 2006)
  Rank 3: This grants no more than one additional attack per 
  Round. (Darrin Clough on Wednesday August 9, 2006)
  Rank 4: The Free Raises are spent and depleted. You may use 
  the Technique any number of times throughout the day to gain
  more, but may never have more at one time than your Rank in 
  Theology. (Shawn Carman on Saturday February 11, 2006)
  Suzume Duelist Path (Bushi) (AotD 152)
  Path of Egress: Re-enter Suzume Bushi at the next-highest Rank. 
  (Shawn Carman on Monday June 4, 2007)
  Tonbo Shugenja School (TFW 188)
  Starting Spells: Sense, Commune, Summon, Counterspell, plus 
  3 Water, 2 Air, 1 Earth (Brian Yoon on Tuesday December 13, 
  2005)
  Woodland Tracker Path (Bushi) (TFW 21)
  Path of Egress: Any Ronin Bushi School at Rank 1, or any 
  Bushi  School  of  your  Clan  at  Rank  1.  (Shawn  Carman  on 
  Thursday November 3, 2005)
  Ronin Schools
  Kanosei Duelist Path (Shugenja) (AotD 156)
  This Technique currently does nothing. Errata is forthcoming. 
  (Shawn Carman on Monday June 4, 2007)
  Master of the Elements Advanced School (Shugenja) (TFW 
  14)
  Grants only one Shugenja Rank each for the first two Ranks, and 
  grants two Shugenja Ranks (total) for the third rank.  (Shawn 
  Carman on Monday October 31, 2005)
  Ronin Duelist (Bushi) (3E 151)
  Ranks 2 and 4: You may only study one opponent at a time with 
  these Techniques. (Shawn Carman on Sunday July 8, 2006)
  Rank 5: If you lose the contested Void roll, you deal damage 
  normally. (Shawn Carman on Sunday July 8, 2006)
  If used during a duel, you study them for a number of Focus 
  attempts, not Rounds. The attack roll TN is the same as your 
  Strike roll TN would be if they had declared Strike after their last 
  Focus. If they are able to, they may immediately strike back 
  using the standard dueling rules. (Shawn Carman on Sunday July 
  8, 2006)
  Ronin Yojimbo (Bushi) (3E 151)
  Rank 1: When you roll for Full Defense, you may deduct half 
  the total from your Agility / Defense roll to add that amount to 
  the TN to be Hit of someone you are protecting. (Shawn Carman 
  on Monday May 8, 2006)
  Tessen Path, The (Bushi) (TFW 21)
  The granted Mastery Abilities function using your War Fans 
  Rank and are not cumulative with Defense Mastery Abilities 
  gained normally, but they are cumulative with War Fans Mastery 
  Abilities. (Shawn Carman on Monday October 31, 2005)
  Nonhuman Schools
  Naga Jakla (Shugenja) (CoR 36)
  Jakla  do  not  start  with  Sense,  Commune,  Summon,  or 
  Counterspell  and  may  not  learn  them.  (Ryan  Goossens  on 
  Saturday June 28, 2008)
  Items and weapons
  Golden Oriole Katana (AotD 180)
  Any wielder gains a Free Raise on Awareness rolls. Minor Clan 
  samurai  also  gain  +0.5  Status  for  possessing  one.  (Shawn 
  Carman on Tuesday June 5, 2007)
  Shuriken (3E 175)
  A shuriken's damage dice do not explode unless you have rank 5 
  in ninja ranged weapons.  (Fred Wan on Sunday February 19, 
  2006)
  Tsuken's Blade (AotD 176)
  You may spend a Void Point to increase all dice that roll lower 
  than your Fire x 2 to equal that amount.  (Shawn Carman on 
  Tuesday June 5, 2007)
  5
  
  Kata
  Crab Kata
  Wrath of the Crab (AotD 32)
  Void: You may spend a Void Point on your action to negate the 
  three  Free  Raises  opponents  get  to  attack  granted
  by your Full Attack  posture.  This lasts until the end  of the 
  Round. (Shawn Carman on Monday June 4, 2007)
  Crane Kata
  One Leg Stance (3E 197)
  Rank: Kakita Bushi 3, Daidoji Yojimbo 4  (Shawn Carman on 
  Saturday February 11, 2005)
  Dragon Kata
  Spirit and Steel (3E 198)
  This is distinct from Spirits and Steel [Dragon] AotD 59
  Spirits and Steel (AotD 59)
  This is distinct from Spirits and Steel [Dragon] 3E 198
  Add the number of Earth spell slots you have remaining to your 
  attack  and  damage  rolls.  You  add  your  Kenjutsu  to  all
  spellcasting rolls. You may not use your Void spell slots to cast 
  Earth spells. (Shawn Carman on Monday June 4, 2007)
  Lion Kata
  Armed Brilliance (AotD 71)
  All of your weapon skills are reduced by 1, and all your weapon 
  skills use your highest modified weapon skill in place of their 
  unmodified values. (Shawn Carman on Monday June 4, 2007)
  Fury Without End (3E 199)
  Allows you to ignore TN penalties, but other penalties such as 
  reduced movement still apply. (Shawn Carman on Monday June 
  19, 2006)
  Soul's Roar, The (3E 199)
  Void: This is not spent when the kata is prepared. You may spend 
  a Void Point during your turn to gain the listed effects until the 
  end of the Round. (Shawn Carman on Saturday June 10, 2006)
  Mantis Kata
  Whirlwind Storm (AotD 84)
  Void: You may spend a Void Point on your action to negate the 
  three Free Raises opponents get to attack granted by your Full 
  Attack posture. This lasts until the end of the Round.  (Shawn 
  Carman on Monday June 4, 2007)
  Phoenix Kata
  Blackened Sight (3E 201)
  The Void Points gained will last beyond the duration of the kata, 
  which is still considered to be prepared until the 120 minutes 
  have passed. (Shawn Carman on Thursday May 18, 2006)
  Tail of the Sun (3E 202)
  Using a naginata does not normally provide an Initiative bonus. 
  The kata adds +1k0 to your Tides of Battle rolls for the first three 
  turns of any skirmish, and +1k0 to all of your Initiative rolls. 
  (Brian Yoon on Saturday February 11, 2006)
  Scorpion Kata
  Blackened Sight (3E 202)
  You do not actually have to move to use the kata, but you do 
  need enough room that you  could potentially move 10 feet. 
  (Shawn Carman on Friday June 9, 2006)
  Spells
  Air Spells
  Yari of Air (3E 230)
  This weapon is wielded like a normal yari, but you may use your 
  Shugenja Rank plus one in place of the Spears Skill.  (Shawn 
  Carman on Sunday May 29, 2005)
  Earth Spells
  Courage of the Seven Thunders (3E 235)
  This is distinct from Courage of the Seven Thunders (Dragon, 
  Air, Fire) TFW 11.
  Kami's Strength (3E 238)
  This is distinct from Kami's Strength, The (Earth) PaT 70.
  Kami's Strength, The (PaT 70)
  This is distinct from Kami's Strength (Earth) 3E 238.
  Slash of the Lion (3E 236, PaT 70)
  No  errata  (yet).  Unofficially,  the  version  from  Prayers  and 
  Treasures is intended to replace the one from 3E.
  Fire Spells
  Everburning Rage (3E 242)
  Duration: Full Concentration.  (Shawn Carman on Sunday May 
  29, 2005)
  Void Spells
  Rise From the Ashes (3E 245, PaT 53)
  No  errata  (yet).  Unofficially,  the  version  from  Prayers  and 
  Treasures is intended to replace the one from 3E.
  Water Spells
  No errata.
  Maho Spells
  No errata.
  Dragon Spells
  All Dragon Spells have a Mastery Level of 6. (Shawn Carman on 
  Saturday February 11, 2006)
  Courage of the Seven Thunders (Air, Fire) (TFW 11)
  This is distinct from Courage of the Seven Thunders (Earth) 3E 
  235.
  Mystery of the Void Dragon (Void) (TFW 11)
  You do not need Ishiken-do to cast this spell.  (Brian Yoon on 
  Saturday February 11, 2006)
  6
  
  Kiho (3E 252)
  Characters may know a number of kiho equal to their Shugenja 
  and / or Monk Rank. Kiho granted by Techniques or School 
  Ranks do not count against this number.  (Shawn Carman on 
  Friday June 9, 2006)
  Shadowlands Powers (3E 264)
  You  do  not increase your Taint for gaining powers  that  are 
  granted by Techniques. You may not have more more Greater 
  Shadowlands Powers than Major Shadowlands Powers or more 
  Major Shadowlands Powers than Minor Shadowlands Powers, 
  even  including  Shadowlands  Powers  granted  by  Techniques. 
  (Shawn Carman on Monday June 19, 2006)
  Uncanny Speed (3E 265)
  You may move your (Water + Taint Rank) x 10' per Round, or 
  double that if you take no other actions.  (Shawn Carman on 
  Monday May 8, 2005)
  Spirit Powers
  Eye of the Storm (AotD 168)
  A Koumori who has the Moshi Shugenja Technique can use it at 
  will. (Darrin Clough on Monday June 4, 2007)
  Dojo
  All Dojo errata comes from http://www.l5r.com/rpg/masters-of-
  war-dojos/
  Crab Dojo
  Kaiu Engineering Academy (MoW 62)
  Location: Kaiu Shiro
  Schools: Kaiu Engineer
  Paths: Falcon's Wings
  Benefit: You gain a bonus to all Engineering Skill Rolls equal to 
  your Intelligence.
  Sharp Eye Dojo (MoW Table of Contents only)
  Location: Valley of the Spirits
  Schools: Hida Bushi, Hiruma Scout, Toritaka Bushi
  Paths: Falcon's Strike
  Benefit: You  gain  a  bonus  equal  to  half  your  Perception 
  (rounding down) on all ranged attack rolls.
  Unicorn Dojo
  Iuchi Scout Dojo (MoW Table of Contents only)
  Location: Shiro Iuchi
  Schools: None
  Paths: Iuchi Scout, Master of Winds
  Benefit: Students of Iuchi Scout Dojo gain a bonus of +1k0 to 
  all Perception-based rolls.
  Shiro Utaku Shojo (MoW Table of Contents only)
  Location: Shiro Utaku
  Schools: Utaku Battle Maiden
  Paths: None
  Benefit: When fighting from horseback, students of Shiro Utaku 
  Shojo gain a bonus to melee damage equal to their Utaku Battle 
  Maiden School Rank.
  Utaku Infantry Dojo (MoW Table of Contents only)
  Location: Shiro Utaku
  Schools: Utaku Infantry
  Paths: Junghar Defender
  Benefit: When fighting with their specialized weapon, students 
  of the Utaku Infantry Dojo gain a bonus to their damage rolls 
  equal to their Utaku Infantry School Rank.
  NPC's
  Bayushi Kaukatsu (TFW 63)
  School / Rank: Bayushi Courtier 5 / Master of the Courts 1. 
  (Shawn Carman on Wednesday November 2, 2005)
  Bayushi Sunetra (TFW 64)
  Fire: 3 [4] (Darrin Clough on Tuesday August 8, 2005)
  Ikoma Hiroshi[/size] (AotD 68)
  School / Rank: Ikoma Omoidasu 4. (Brian Yoon on Sunday May 
  13, 2007)
  Isawa Ekiken (AotD 93)
  School / Rank: Isawa Shugenja (Fire) 5/ Isawa Duelist. (Shawn 
  Carman on Tuesday June 5, 2007)
  Isawa Sezaru / Toturi Sezaru (TFW 71, 131)
  Void: 5 [6] (Shawn Carman on Wednesday November 16, 2005)
  Naka Tokei (TFW 34)
  Void: 6 (Shawn Carman on Wednesday November 16, 2005)
  Tamori Fuyumi (AotD 54)
  Has Blessing of the Elements: Earth, not Fire. (Darrin Clough on 
  Friday January 11, 2008)
  Togashi Mitsu (TFW 60, 92)
  Status: N/A
  Glory: 9.3 (Hero of the Clan War!) (Shawn Carman on Saturday 
  February 11, 2006)
  Animals and Monsters
  Horses:
  Horses double their Water Ring when determining movement.
  Unicorn horses have 1 rank of Fleet. Utaku battle steeds have 2 
  ranks of Fleet. (Shawn Carman on Monday May 8, 2006) 
  7
  
SOURCE: textdata/thevault/Legend of the Five Rings/3rd Edition/Core/L5R 3e - Errata (2008 - 3rd Edition).pdf