Wisdom
From Edge of Darkness Wiki
Wisdom
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Wisdom lies in knowing when to employ magic and when not, in avoiding damaging and manipulating people with probably Paradox-infused magic, exspecially when they have no defense against the raw supernal powers a mage commands.
A mage with a high Wisdom radiates a certain trustworthiness to spiritual beings. A mage with a Wisdom of 9 or 10 gains a +1 bonus on Social rolls when dealing with spirits. Likewise, a mage with low Wisdom exudes perfidy and selfishness. A mage with a Wisdom of 1 or 2 suffers a –1 dice penalty on social rolls when dealing with spirits.
A mage with a Wisdom of 9 or 10 gains a +1 dice bonus when contesting or countering the supernatural powers of Abyssal beings. Likewise, a mage with a Wisdom of 1 or 2 suffers a –1 dice penalty when contesting or countering Abyssal powers.
Wisdom helps a mage combat the effects of a Paradox. The higher the Wisdom, the lower the Paradox’s duration and the greater the odds that its effect won’t be worsened.
Mages with good Wisdom ratings have a better chance of being accepted for apprenticeship by other mages. Most mages spend time watching a prospective pupil before they commit to teaching. They don’t want their power to be misused, so the candidate must display a proper respect for the Mysteries and their use. If a mage should suffer Wisdom degeneration during this time of observation, the teacher might levy a disciplinary practice or task for the pupil to perform before he is allowed to begin his studies. If the pupil had gained a derangement with his Wisdom degeneration, the teacher is within rights to summarily deny apprenticeship.
Wisdom | Acts of Hubris | Dice Roll | Bedlam[1] | All Other Paradox |
10 | Using magic to accomplish a task that could be achieved just as well without it (i.e., boiling tea with Forces instead using the nearby stove). Selfish thoughts. | 5 Dice | One Scene | One Scene |
9 | Magically coercing another so that he acts against his own free will (he does not want to perform the actions the magic makes him do). Minor selfish act (with holding charity). | 5 Dice | One Scene | One Scene |
8 | Magically coercing another so that he violates his own moral code (i.e., he is forced to make a degeneration roll). Injury to another (accidental or otherwise). | 4 Dice | One Scene | One Scene |
7 | Laying a curse on someone. Petty theft (shoplifting). | 4 Dice | One Scene | One Scene |
6 | Forcibly binding an unwilling sentient being or spirit to a place (such as through Mind or Spirit magic) or task (such as casting a Fate geas upon a subject). Grand theft (burglary). | 3 Dice | One Scene | One Scene |
5 | Magically transforming a person into a lesser being (turning a man into a pig) against his will. Intentional, mass property damage (arson). | 3 Dice | One Scene | One Scene |
4 | Using magic to harm someone. Draining another’s Mana against his will. Creating a soul stone (and hence, limiting one’s Gnosis potential; see “Soul Stones,” p.277). Impassioned crime (manslaughter). | 3 Dice | 2 Hours | 24 Hours |
3 | Forcefully abducting and/or exiling another person (mage or Sleeper) into the Shadow Realm, or causing her to become possessed by a spirit against her will. Planned crime without using magic (murder). | 2 Dice | 12 Hours | 2 Days |
2 | Intentionally preventing an Awakening. Using magic to murder someone. Casual/callous crime (serial murder). | 2 Dice | 24 Hours | 1 Week |
1 | Stealing a soul. Utter perversion, heinous act (mass murder). | 2 Dice | 2 Days | One Month |
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