Sorcery
Shape Sorcery
Shape Sorcery: Combat Action, Extended Roll – roll (INT + Occult) 1/turn, p465
Costs
Costs: p465
Willpower: most spells cost 1 willpower up front
If the spell is successfully cast, you regain 1 willpower
If the spell fails or is lost, your willpower investment is gone
Commitment: Sorcerous motes are never committed, regardless of the spell's duration
Casting in Crash: Cannot regain the 1 wp, and all spells cost +3 motes to cast
Control Spell: Signature spell, all sorcerers have one
Counterspelling
Dispell
Dispell: known as Distortion, p466
extended roll, terminus 5 (if the target number isn't met within 5 rolls, you cannot attempt to distort it again)
difficulty 1 for terrestrial, difficulty 3 for celestial, difficulty 5 for solar
Undoing A Spell
Undoing a Spell: removing long-term effects of a spell, p466
Shaping Ritual
Shaping Ritual: p466-470
Optional way of gaining additional motes for sorcerous workings
Fey-touched, demonic pacts, etc, are common sources for additional mote sources
Buy associated merits
Circles
Circles:
Terrestrial Circle Sorcery: Also known as Emerald Circle, p471
Celestial Circle Sorcery: Also known as Sapphire Circle, p476
Solar Circle Sorcery: Also known as Adamant Circle, p480
Terrestrials, Liminals, and mortals are limited to the Terrestrial Circle.
Only Solars can master the final circle, the Solar Circle.
Abyssals practice Necromancy, not Solar Circle sorcery.
Sorcerous Workings
Grand things arisen with magic in creation. p483