Gnosis

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Gnosis
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New Advantage: Gnosis Those who Awaken to the Mysteries can work their will on the fabric of reality. This magical, empowered will is measured by Gnosis, the quality separating the Awakened from Sleepers. Gnosis marks a mage’s connection to the Supernal World and his Path’s Watchtower. It is the mechanism by which he can contact a higher reality.

As part of the Mage Template, mages receive one dot of Gnosis as a result of their Awakening. Additional dots may be acquired with the expenditure of experience points, or initial Merit dots can be spent to add extra Gnosis[1].

A Sleeper whose soul flickers is said to Awaken. He receives a blinding flash of insight, but does not gain a Gnosis rating. This Awakening is temporary unless it is cemented by the nascent mage’s successful attainment of a Watchtower. If he fails its tests, his insight fades and he falls back to Sleep. For those who do succeed and become mages, further increases in Gnosis come with hard work and dedication (i.e., the expenditure of experience points).

This is information about the mechanic. Players roll Gnosis + Arcanum when casting improvised spells[2].

This is information about the mechanic. Gnosis governs how many points of Mana a player can spend in a single turn and also limits how much Mana a mage can hold within his Pattern.

This is information about the mechanic. Mages can maintain only a certain number of active spells simultaneously, equal to Gnosis +3. A mage cannot exceed this limit. If he has already reached it, he must cancel one of his active spells before he can cast a new spell.

This is a benefit of the mechanic. The higher a mage’s Gnosis, the more quickly he can cast elaborate or powerful (Extended Casting) spells[3].

This is a benefit of the mechanic. Mages with Gnosis 6 or higher can increase their Attributes and Skills past 5 dots.

This is a benefit of the mechanic. Mages can combine spells into a single casting, limited by his Gnosis[4].

This is a drawback of the mechanic. Gnosis determines a character’s potential to gain mastery of an Arcanum and even master successive Arcana[5].

This is a drawback of the mechanic. The higher a mage’s Gnosis, the harder it is for him to cloak or hide his personal or magical resonance from others.

This is a drawback of the mechanic. A mage’s odds of causing a Paradox with his magic increase as his Gnosis rises[6].


Gnosis

Gnosis Mana
Max/Per Turn
Active
Spells
Aura Paradox
Pool
Extended Casting
Time/Breaks
Combined
Spells
Legacy Aimed Spell
Short -/Med -2/Long -4
Master Adept Disciple Initiate
1 10/1 4 1 3 hours/10 min 10/20/40 0 0 4 3
2 11/2 5 1 3 hours/20 min 20/40/80 0 2 3 3
3 12/3 6 2 1 hour/30 min 2 Join 30/60/120 1 2 4 2
4 13/4 7 2 1 hour/40 min 2 Create 40/80/160 2 2 3 3
5 14/5 8 3 30 min/50 min 2 50/100/200 3 2 3 2
6 15/6 9 +1 3 30 min/1 hour 3 60/120/200 4 2 3 1
7 20/7 10 +2 4 10 min/70 min 3 70/140/200 5 2 3 NA
8 30/8 11 +3 4 10 min/80 min 3 80/160/200 6 2 2 NA
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Arcana Mastery

Gnosis 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
1 3 3 3 3 2 2 2 1 1 1
2 4 4 3 3 3 2 2 2 1 1
3 5 4 4 3 3 3 3 2 2 1
4 5 5 4 4 3 3 3 2 2 2
5 5 5 5 4 4 3 3 3 2 2
6 6 ● 5 5 5 4 4 3 3 3 2
7 ●● 6 ● 5 5 5 4 4 3 3 3
8 ●● ●● 6 ● 5 5 5 4 4 3 3
9 ●● ●● ●● 6 ● 5 5 5 4 4 3
10 ●● ●● ●● ●● 6 ● 5 5 5 4 4
● Six dots represent archmastery of an Arcanum[7] ●● Little is known among the orders about the potential of a mage with this degree of enlightenment
MtA, p. 76
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