TEXT: PLAYERS GUIDE
  Page 115:
  XP cost for first dot of a Science: 7
  XP Costs for Sciences: CR x 6
  Page 116:
  First dot of a Science: 5 bonus points
  Additional dot of a Science: 7 bonus points
  Step Four on page 116 should read (5 in addition to recorded
  Knowledge) instead of (5 in addition to recorded Inheritance)
  BOOK of THREE CIRCLES
  Terrestrial Circle
  Becoming the Wood Friend
  Characters using this spell cannot be tracked by mundane
  trackers, only those of supernatural skill (Exalts using
  Charms and spirits with access to the Landscape Charms, for
  example). The sorcerer adds +2 to the difficulty of such
  magical beings tracking her. This sorcery is incompatible
  with other effects that make the sorcerer harder to track.
  The sorcerer also adds his Essence to his Strength when
  determining his jumping distance when braciating or leaping
  in or through wooded environments, and likewise adds his
  Essence to his Dexterity when determining his base movement
  speed in forests, jungles, savannahs or other green
  environments.
  Burning Eyes of the Offender
  If the attacker is taking half the sorcerer’s Essence as a
  penalty for aiming through a mirror, round the penalty down
  if the sorcerer has an odd Essence.
  Calling the Stalwart Servitor
  The Servitor has an effective Strength + Athletics of 100
  for the purposes of lifting, carrying and breaking objects.
  Cirrus Skiff
  The cloud can reach speeds of 30 miles per hour, not 3.
  Also, where the text reads “whichever comes sooner” in
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  specifying the spell’s duration, it should in fact
  read “whichever comes later”. The cloud will be the
  sorcerer’s willing and obedient steed for a scene, and
  after that, if he leaves it, it will immediately escape
  back to the firmament.
  Dance of the Smoke Cobras
  Decrease the cost of this spell to 10 motes. An attacker
  must actually roll a damage success against a smoke cobra
  to dissipate it.
  Droning Suggestion
  Anyone exposed to the hum of Droning Suggestion must make a
  reflexive Willpower roll at a difficulty equal to the
  sorcerer’s Essence. Increase the difficulty of this roll by
  +1 if the target failed his Willpower roll in the previous
  turn. If the target fails the roll multiple turns in a row,
  then the difficulty of the roll increases by +1 each
  successive turn. If the target fails the roll, then he
  takes one “willpower point” of damage for every success his
  resistance roll fell short by. These don’t actually
  subtract from the character’s temporary Willpower, and are
  just a temporary tally to determine how entranced the
  character is. If the victim is not fully under the
  sorcerer’s beguilement and for some reason leaves the area
  of the spell, they wear off one minute after the character
  escapes the drone. If the number of Willpower points of
  damage taken exceeds the character’s Willpower, he succumbs
  to the drone, and becomes pliant and suggestible, as
  detailed in Book of Three Circles. The effect of pliancy
  lasts until (10 – the victim’s Willpower) minutes after the
  victim leaves the sorcerer’s psychoharmonic field. Magical
  beings exposed to the drone may make a Wits + Occult roll
  at standard difficulty to detect its sinister hum. This
  grants them no immunity to the effect, but they could flee
  the area or end the sorcerer’s life.
  Mortal characters will never detect it except in the
  unlikely event of their resisting its insidious effects.
  The mesmerizing droning continues until the end of the
  scene, but a character cannot be affected by it for more
  turns per scene than the sorcerer’s permanent Essence. At
  that point, she will either be suggestible or she will have
  resisted its siren call. Characters who resist the droning
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  successfully are immediately aware of it. Characters who
  succumb to it will not realize they have been exposed until
  at least after the 10 – Willpower minutes of pliancy are
  up, and if the sorcerer is careful to keep his requests
  plausible, they may never figure it out.
  Flight of the Brilliant Raptor
  This attack does raw damage equal to the Sorcerer’s
  Perception + Occult + Essence, and extra successes on the
  attack roll add to the damage. If any of the damage
  penetrates the target’s soak, then a number of damage dice
  up to the sorcerer’s Essence are considered automatic
  successes rather than rolled. Dice of damage exceeding the
  Sorcerer’s Essence are rolled, as normal. This means that a
  successful attack with this spell will almost always do at
  least one health level of damage to the target, as under
  most circumstances there is at least one die of damage
  rolled for any successful attack. The penalty imposed by
  this spell is subtracted from all physical dice pools. Even
  if the spell misses the target, it exploded right beside
  him and he must roll to escape the penalty. Its burning
  wings give Flight of the Brilliant Raptor a range of 1600
  yards – about one mile.
  Internal Flame
  The damage is compared to the target’s soak as one lump
  sum, but the victim incurs the damage on a turn by turn
  basis, so that they will die in appropriately drawn out
  screaming agony. The penalties caused by this spell are
  wound penalties. Characters who reduce wound penalties
  consequently reduce the penalty suffered by targets that
  took damage. Having boiling metal replace one’s bone marrow
  is agonizing beyond belief, however, and only characters
  who are wholly immune to wound penalties are immune to the
  paralytic effects of taking damage from this spell. The
  agony-induced paralytic effects persist for the duration of
  the scene, though an effect that negates wound penalties
  applied to the target will allow her to act again, assuming
  she is not dead. Without powerful magical healing (that
  capable of curing maiming and regenerating lost tissue)
  mortals targeted by this spell will surely die within a
  month at most, for the destruction of their marrow is a
  mortal injury. Exalts recover normally from these wounds.
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  Paralyzing Contradiction
  The roll to solve the Contradiction is not reflexive.
  Immediately after hearing the contradiction, characters
  become unable to do anything but contemplate the
  contradiction. They may roll to solve the conundrum on
  their next action, but cannot split their dice pools to
  contemplate multiple times at once any similarly abusive
  solution. Characters with held actions that hear the
  contradiction immediately abort to pondering it. Characters
  who are in the middle of an extended action like a full
  dodge immediately stop. The only defenses that the
  character continues to take are those that work
  automatically, such as Flow like Blood, Five-Dragon
  Blocking Technique and the Virtuous Guardian of Flame. The
  victims cannot invoke reflexive Charms, abort to a full
  dodge, activate a Combo or anything else but contemplate
  the koan.
  River of Blood
  For every 3 motes of Essence expended in casting the spell,
  the spell’s basic area of effect can be caused to extend
  for one mile beyond the character’s line of sight. The
  character must be relatively near the surface of the water
  to be cursed, no farther 10 yards per point of permanent
  Essence.
  Shedding the Serpent’s Skin
  This spell was broken. The effect of this spell should be
  thus:
  For every 5 motes expended casting this spell, the
  character gains +2 automatic success on all Stealth rolls
  to evade detection for a number of turns equal to the
  number of turns the effigy would stand if undisturbed. This
  decreases by one success per turn. The spell’s example
  should read: “Thus, a character who spent 20 motes casting
  this spell would gain +8 automatic successes to Stealth on
  the first turn, +7 on the second turn, +6 on the third
  turn, and so on until the end of the eighth turn, when the
  spell’s effects will dissipate totally and the effigy
  crumbles to dust.”
  The first turn of the spell’s effect is the turn that the
  character releases the magic, and the sorcerer receives a
  reflexive Dexterity + Stealth roll to evade detection that
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  turn, unless for some reason he chooses not to evade
  detection immediately. As the spell implies, if the shell
  is destroyed, the character still gains these bonuses until
  the effect dissipates. Unless the sorcerer is detected,
  keep the results of the first Stealth roll and just
  subtract one success from it every turn. If the sorcerer
  attempts to do something like sneak through an open space,
  be sure to give the observers a number of automatic
  successes to detect her (probably 3, but this can be
  adjusted depending on lighting and distractions).
  Note that if the character reaches the 4-7 mote level of
  anima display, the spell shatters instantly, so there is a
  limit to how much effect it can have. Note that like all
  spells, this sorcery creates an unmistakable display of
  Essence when cast. Sorcerers familiar with this spell will
  know exactly what happened though others might be deceived.
  Sting of the Ice Hornet
  The needles melt one turn after impact. It may take them up
  to three turns to reach distant targets. While in flight,
  the needles cannot be attacks, but can be targeted with
  Emerald Countermagic.
  Thunder Wolf’s Howl
  This has a range of 100 yards, and cannot be parried or
  dodged because it is not an attack. This spell does dice
  and not automatic levels of damage. The sorcerer is not
  immune to the effects of the howl.
  The Titan’s Icy Breath
  The cloud of icy breath that billows from the titan’s mouth
  is 60 yards long, 40 yards wide and 10 yards tall. It can
  be neither parried nor dodged, but armor does add to soak.
  The reduction in speed also applies to leaping and jumping
  distances, and halves the character’s base speed, before
  multipliers.
  Unbreakable Bones of Stone
  Ignore the confusing statement about how the spell
  increases dice pools using Physical Abilities. The spell
  increases the sorcerer’s Strength and Stamina by a number
  of points equal to her Essence. It has no effect on
  Dexterity. This bonus adds to weapon damage and soak as
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  normal.
  Unstoppable Fountain of the Depths
  The wave acts with a fixed 10 successes. Character
  attempting to stand against it must roll Strength +
  Athletics and at
  Unstoppable Fountain of the Depths
  The wave acts with a fixed 10 successes. Character
  attempting to stand against it must roll Strength +
  Athletics and attempt to defeat this. This is not a
  reflexive roll; it is a dice action, though characters are
  permitted to abort to it. The tidal wave cannot be blocked
  or dodged, but characters with high vertical mobility can
  rise above it without much trouble.
  Virtuous Guardian of Flame
  Ignore the confusing description of how the Virtuous
  Guardian works to defend against hand-to-hand attacks. It
  instead parries all incoming hand-to-hand attacks with the
  sorcerer’s Occult + Essence, without needing to split its
  dice pool. In addition, the guardian ignores initiative and
  can parry from the beginning of the turn. This is
  compatible with other forms of defense, and the sorcerer
  can see the result of the Guardian’s attempts to defend her
  before deciding her response. For example, if she has split
  her dice pool to include multiple defensive actions she
  need not waste defensive actions against attacks that the
  guardian stops.
  Celestial Circle
  Bone Lion
  These are the exact statistics for the Bone Lion:
  Str/Dex/Sta: 12/6/10 Willpower: 10
  Attacks: Bite 12/10/13L Claw 12/12/12L Dodge/Soak:
  10/<5L/15B>
  Health Levels: -0x2/-1x4/-2x4/-4x2/Incap
  Abilities: Athletics 4, Awareness 5 (Spotting Victim +3),
  Brawl 4, Dodge 4, Presence 5 (Intimidation +3), Stealth 4,
  Survival 5 (Tracking +3)
  The Bone Lion is sorcererously aware of the target’s
  general location, and can make its inexorable way to within
  several hundred yards of their location. After that, it
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  must make Survival and Awareness rolls to track them.
  Cantata of Empty Voices
  This spell does 2L per turn, not 1L. The damnable singing
  of the empty voices can be heard one half-mile (about 800
  yards) away per point of the sorcerer’s permanent Essence.
  Cloud Trapeze
  The cloud may travel at speeds of up to 100 mph, not 30 as
  the spell states.
  Geyser of Corruption
  The difficulty of the roll to dodge the geyser for
  characters in its area of effect is equal to the Occult of
  the sorcerer who cast the spell.
  Imbue Amalgam
  Every 4 motes the sorcerer spend on this spell adds 1 dot
  of Essence and 5 motes of temporary Essence to the amalgam,
  which can be used only to power Charms that have been given
  to the Amalgam. An amalgam must have enough dots of Essence
  to meet the Minimum Essence requirements of any Charms the
  sorcerer grants it. The motes recharge at the normal rate –
  4 per hour of gentle activity, 8 per hour of meditation. A
  sorcerer cannot add more dots to a given Ability or
  Attribute than his Occult + Essence.
  Amalgams often develop natural armor and attacks. Each
  bonus point spent creating the Amalgam can give it +1L/+1B
  soak. A sorcerer cannot spend more bonus points on the
  amalgam’s soak than he has points of Occult + Essence. The
  sorcerer can spend one bonus point for choice of adding +2
  speed, +1 accuracy, +1L damage, or +1 defense to the
  Amalgam’s hand-to-hand attack. For missile-armed amalgams,
  each mote adds +1 to accuracy or rate, +1L to damage or
  +100 to range. Amalgams may be armed with both hand-to-hand
  and missile weapons, but each must be paid for separately.
  Amalgams do not generate their own ammo without Charms. A
  sorcerer cannot spend more bonus points on either weapon
  individually than he has points of Occult + Essence. A
  sorcerer need not know the Charms he lends to the Amalgam.
  However, although the amalgam is a product of sorcery, it
  is intimately connected with the Exalt who created it, and
  the Charms he lends it are those of his own type, so a
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  Solar creating amalgams could only give them Solar Charms.
  Amalgams betray no anima banner, but close examination will
  show what type of Exalt created them. Amalgams cannot be
  granted sorcery more powerful than the Terrestrial Circle.
  Teaching an Amalgam a spell is just like granting it a
  Charm, save that the sorcerer must know the spell he
  grants.
  Amalgams bleed, heal and fight infection and disease as
  Exalted. They can use stunts and their 10s count as 2
  successes. Though they are typically used as magical
  killing machines, they need not be.
  Magma Kraken
  Note that the base damage of the tentacles is added to
  their strength, meaning they do a base of 15L + extra
  successes. The hot magma tentacles heal fully every turn,
  so attackers must inflict ten levels of damage in a single
  turn to sever them.
  The Princes of the Fallen Tower
  The attack must actually do 6 levels. Though the princes do
  not soak or defend themselves, the attacker must still roll
  damage and do at least 6 lethal levels.
  Solar Circle
  Light of Solar Cleansing
  Doing damage against Abyssals, Deathlords and free-willed
  ghosts costs 5 motes, as listed. Hungry ghosts, the walking
  dead and other shambling horrors can be destroyed at a rate
  of one per turn for but a single mote of Essence.
  What about the artifact creation rules? The limit for
  damage increases is the same for Artifact 1 and Artifact
  2. My guess is artifact 1 should be limited to +2 damage.
  Also, for the Upper Limits of Artifact 3, the printed
  sentence says its the limit for Artifact 4, not Artifact 3.
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  Lunars
  Fluttering Wings
  Prerequisite Gifts: None
  The character has weak wings good only for fluttering
  flight or flaps of skin that allow gliding. The primary
  effects are to double the character’s vertical jumping
  distance and triple the character’s horizontal jumping
  distance. This stacks with other modifiers. In addition,
  the character can fall any distance without injury. This
  can also simulate characters with incredibly athletic
  legs, for example a Lunar with a springbok or rabbit
  totem.
  Soaring Pinions
  Prerequisite Gifts: Fluttering Wings
  the character has mighty wings, which allow her to swoop
  and soar at speeds of up to 35 mph. The character’s
  wingspan is at least twice as wide as the character is
  tall, and the Exalt cannot fly if he cannot spread his
  wings. The character must make a Stamina + Endurance roll
  every 4 hours of soaring flight or every hour of flapping
  flight. The speed of flight can be modified by Charms and
  effects that increase the character's running speed.
  Aspect of the Gillman
  Prerequisite Gifts: None
  The character is totally at home underwater. He can swim
  at normal running speed, make attacks without penalty
  (even ranged attacks) and breathe water as easily as air.
  The character is perfectly ampibious and needs no
  transition time between air and water.
  Abyssal
  Lamprey(Brawl charm) takes away essence, not essence x3
  You roll Tempereance instead of Meditation in Tangled Web Arts
  Arcanoi.
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  Sidereal
  Essence is CR x 9, same as the Lunars. Never get to the point
  where you internalize something so much you realize you've never
  articulated it.
  As well as letting you make a mortal seer's readings about you
  come up any way you please, the Stab the Seer's Eye effect (pg
  231, House of Secrets, College of the Treasure Trove) also allows
  you to get the file number(s) of any Sidereal astrologies on an
  individual for the cost of 1 effect point per individual appraised. This
  is stated on page 213 in the boxed text but never detailed. Efficient
  Secretary Technique can get you the name of the Sidereal who
  actually executed each astrological effect (one activation per effect)
  but characters will have to actually go consult the documents at the
  Forbidding Manse of Ivy to get anything more, even College and
  scope. Also, of course, you can just go to the Manse and look up an
  individual's effects without astrological intervention -- Stab the
  Seer's Eye is a field appraisal tool. Characters who go to the
  Forbidding Manse can see a fascimile of the actual prayer including
  all cosignitories and the countersigntory, the quality of the
  character's penmanship, and other embarassing truths about the
  effects. Even effects created without a prayer strip are receipted by
  the spiders. Access to the records is tracked, and most of the good
  effects are in addition under seal by various conventions or the
  Maidens themselves.
  Quick clarification:
  The "themselves" it refers to in the College of the Mask is the
  Sidereals as a group. Ascending and descending effects of the
  College of the Mask no longer work on *any* Sidereals. Not you,
  not others, not Sidereals as a group.
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