Because I highly dislike original Wisdom system, I've experimented with ideas of my own for years. This is the system I came up and now use in my Mage games. I've shared it with several other people, who liked it, but I never shared it here, for reasons I don't remember. So, here it is.
Mission statement:
Wisdom is knowing how, when and why use magic - and how, when and why not to use it. Wisdom is also about knowing risks and consequences of magic. Magic is power to change the world, but too often mages don't think enough about consequences and ramifications of their actions. The more are potential effects of your action affect others in violent and unpredictable ways, the worse your Wisdom gets.
Wisdom is about usage of magic. It doesn't act on mundane actions of mage. It's entirely possible to be a Wise serial killer - as long as you don't use your magic to kill and torture people. Wisdom isn't about your character as well - it's only about how you use your magic, and how you don't.
Wisdom is linked to soul health somehow. Your soul becomes more disjointed as your Wisdom sinks down, and this affects all your magical being. Your released Paradoxes become worse; at the same time, your Paradox conditions come off faster. Your Nimbus is getting easier to notice, as you spread its effects on your sympathetic links.
At the same time, Wisdom is linked to free will. You don't suffer from Wisdom loss for actions you were mentally dominated into doing (but your manipulator will), unless you let yourself be dominated. Wisdom hits take place even when you dominate people with good intentions or if they ask for it (through you still get bonuses from your Code). Free will is sacrosanct to Wisdom, and to stay on highest levels of Wisdom, you need to let people take their own decisions - no matter how stupid and destructive those are. The best you can do is try to explain it to them.
True nature of Wisdom, and if is external or internal to mage, is ultimately a Mystery. Mages know that Wisdom is more or less universal to all mages, but mutable by individual mage by different means such as learning a Code or developing a Legacy. Wisdom is linked to soul health of an individual, but losing the soul paradoxically don’t make mage less Wise, nor does it allow to ignore Wisdom. Wisdom may be linked to Gnosis of mage, but only a few Legacies, including feared Timori, can manipulate Gnosis of mage directly, and they don’t share their twisted secrets. All attempts to warp Wisdom directly, or create artificial Codes with Mind magic have failed horribly, showing mages again how little they really know - about universe, about magic and about themselves.
Wisdom loss leads to mental distortion. A person ceases to see people as people. Moreover, in a certain sense, the mage ceases to believe that the world around him is real and is not part of the imagination of mage. The mage ceases to restrain the natural desire to solve any problem and any conflict immediately with casting of a certain spell, and begins to perceive the reality around him as something malleable, something that can be given the desired shape at any time. It becomes easier for the magician to find a common language with entities that never were human, but he loses the ability to communicate with people who do not have magic. In the last steps, the magician may completely stop acting like a human being.
Losing Wisdom occurs through Acts of Hubris. Ultimately, Hubris is about:
Selfish and destructive use of magic
In a way, destroying personal life is just as bad as harming person physically - he feels the pain all the same, and wounds on the heart may take a longer time to heal than wounds on the body. Such course may be necessary, but never Wise.
Why, why would you do that?
Unlike in other areas, in killing/hurting people with magic, the mindset of the mage matters. Does he kill trying to protect himself or the others? Does he kill in a cold, premeditated way? Does he kill in a fit of rage? Circumstances should move Act of Hubris along the line: it’s one thing to kill with a death curse as a last resort in self-defense, and other to violently burn a person alive because he said a wrong word about you; but ultimately, this kind of magic use always remain hubristic to some degree - in the end mages have too many options and possibilities to ever stop considering if there were was no other - better - way.
Suggestions for this:
Okay, but what about using magic indirectly to kill? You may routinely kill people using Veiling, as they aren’t able to see you or react to you. You can enchant your weapon, or yourself, to get an edge. Does that counts as using magic to kill?
There are three options:
Denying freedom of will
Denying freedom of will is not limited to Mind magic. Warping Fate of person, or using Life to urge his basic instincts is just as bad in the end. Ultimately, it is the ability to make meaningful choice what matters; the less choice for the subject left after the spell, the worse this spell is for the Wisdom of the caster.
Toxic Memes
Mages can reshape person by more subtle means that direct overwriting of personality - by subjecting him to memetic agents, or tinkering around with his Oneiros. Such attempts are not necessary unwise, but do fall under human experimentation (look below for more details).
Worse than killing him
Irreversably rewriting the personality of person is even less Wise than destroying it. Why? In the second case, you essentially kill everything what the person was. But in the first case, you are not only killing the person - you are rewriting person as you see fit, ultimately denying him even the right to be dead and gone.
What measure is non-human?
It’s easier if it’s not human. When using magic on supernatural creatures to deny them freedom of will, raise all Acts of Hubris levels by one degree.
Destroying Supernal magic
Those Acts of Hubris are primarily about the destruction of Supernal magic in the Fallen World. Mages don’t have similar obligations to the Fallen World magic, or other supernaturals - they won’t lose Wisdom from killing a vampire who knows blood sorcery, or destroying werewolf’s fetish. Still, most mages will refrain from such a course of action, if there is a sensible alternative.
It’s mine, mine!
Hoarding magic for yourself doesn’t damage Wisdom of mage - after all, other mages can get access to it after your probable demise. Mages can also restrict access to dangerous secrets to those who, in their opinion, doesn’t deserve them - that is modus operandi for Mysterium and Guardians alike. But permanently removing the chance for other mages to gain said knowledge is inherently Hubristic. Mysterium magic have Censoria for storing forbidden knowledge without destroying it; Guardians are more final about their solutions, but they do have “sacrifice Wisdom” Code especially for cases like this.
Allowing Abyss or Lower Depths to take hold
Trucking and dealing with Abyss or Lower Depths isn’t just immoral; it is also extremely dangerous. But Mages have dangerous lives in general, and many of them think they can handle the consequences - and so their Wisdom falls as a result.
But I am Scelesti...
No, Scelesti most definitely don’t ignore this part of Wisdom until they pass their Joining - enjoy your falling from grace.
Dangerous magical experiments and pursuing Left-Handed knowledge
What about willing subjects? There are many Sleepers and Sleepwalkers who wouldn’t object to a chance to become super-strong, or unnaturally attractive, or… Is it so bad to experiment on them?
Actually, there are several reason why mages shouldn’t experiment even on willing subjects. First of all, most subjects don’t understand possible risks and downfalls. It’s not enough to say “I’ll try to make you sexy, you in?” without also mentioning “but if I fail, you may become horrible monster which will try to rape and murder everything you see”. Failing to mention danger of said experiment is certainly an Act of Hubris to a mage.
Second, mages can’t be sure in the outcome of their experiments. This is a Fallen World - magic gets distorted or outright corrupted by Abyss. If experiment consists of casting a spell on a subject, the mage must either keep control over the spell, or relinquish it safely. Failing to do that is is certainly an Act of Hubris to a mage, and you can’t say “he knew the risks”, even if you explained the risks, because you made a conscious decision the let spell be distorted, sooner or later.
Third, mages can’t be sure even in the outcome of successful experiments. Let’s say you managed to remove fear from an anxious person, and helped him get rid of a mental disease in the process. Great, right? But he continues to live without fear, starts taking unnecessary and stupid risks, and soon dies in a car crash after deciding there is nothing to be afraid of in driving through the crossroad on red light. The reason for his death connected very directly with your successful magical experiment, and by extension - with your Wisdom.
All that said doesn’t mean you can’t make magical experiments without them being Acts of Hubris… but you need to be very careful, very open with explaining possibilities and even after all that, you still may lose Wisdom from unexpected consequences.
Don’t let it stop you, anyway.
Hierarchy of Importance
There is hierarchy in act: it’s easy to experiment on living creatures who don’t get sentience (animals, plants, etc). It’s harder to experiment on sentient creatures who can think, talk and act (ghosts, Goetia, spirits). Only the most callous and hubristic mages can experiment on humans without losing Wisdom. In general, experiments on non-sentient creatures should bring the Act of Hubris one step higher; experiments on non-human sentients shouldn’t change the Act of Hubris level, and experiments on humans and human-like sentients should bring the Act of Hubris one step lower.
Help me, I am being oppressed!
Yes, Wisdom has a very clear bias about humans being more important than other sentient beings here. You may change that if you want it, but remember that it’s easier to turn people into monsters if you done your homework on animals and persuaded yourself that everything works fine and no side effects were found.
Mission statement:
- Wisdom should be about usage of magic, not about general morality and mundane actions of mage. If you believe that Wise mage is wise about everything - read no further.
- Wisdom should have clear and concrete rules for players and Storyteller to use. The less is “up to ST”, the better.
- Because different Orders have different views of how mage should use his magic, Order of mage should matter in Wisdom system.
- Wisdom should encourage indirect usage of magic, or using mundane methods when appropriate.
Wisdom is knowing how, when and why use magic - and how, when and why not to use it. Wisdom is also about knowing risks and consequences of magic. Magic is power to change the world, but too often mages don't think enough about consequences and ramifications of their actions. The more are potential effects of your action affect others in violent and unpredictable ways, the worse your Wisdom gets.
Wisdom is about usage of magic. It doesn't act on mundane actions of mage. It's entirely possible to be a Wise serial killer - as long as you don't use your magic to kill and torture people. Wisdom isn't about your character as well - it's only about how you use your magic, and how you don't.
Wisdom is linked to soul health somehow. Your soul becomes more disjointed as your Wisdom sinks down, and this affects all your magical being. Your released Paradoxes become worse; at the same time, your Paradox conditions come off faster. Your Nimbus is getting easier to notice, as you spread its effects on your sympathetic links.
At the same time, Wisdom is linked to free will. You don't suffer from Wisdom loss for actions you were mentally dominated into doing (but your manipulator will), unless you let yourself be dominated. Wisdom hits take place even when you dominate people with good intentions or if they ask for it (through you still get bonuses from your Code). Free will is sacrosanct to Wisdom, and to stay on highest levels of Wisdom, you need to let people take their own decisions - no matter how stupid and destructive those are. The best you can do is try to explain it to them.
True nature of Wisdom, and if is external or internal to mage, is ultimately a Mystery. Mages know that Wisdom is more or less universal to all mages, but mutable by individual mage by different means such as learning a Code or developing a Legacy. Wisdom is linked to soul health of an individual, but losing the soul paradoxically don’t make mage less Wise, nor does it allow to ignore Wisdom. Wisdom may be linked to Gnosis of mage, but only a few Legacies, including feared Timori, can manipulate Gnosis of mage directly, and they don’t share their twisted secrets. All attempts to warp Wisdom directly, or create artificial Codes with Mind magic have failed horribly, showing mages again how little they really know - about universe, about magic and about themselves.
Wisdom loss leads to mental distortion. A person ceases to see people as people. Moreover, in a certain sense, the mage ceases to believe that the world around him is real and is not part of the imagination of mage. The mage ceases to restrain the natural desire to solve any problem and any conflict immediately with casting of a certain spell, and begins to perceive the reality around him as something malleable, something that can be given the desired shape at any time. It becomes easier for the magician to find a common language with entities that never were human, but he loses the ability to communicate with people who do not have magic. In the last steps, the magician may completely stop acting like a human being.
Losing Wisdom occurs through Acts of Hubris. Ultimately, Hubris is about:
- Using magic in selfish and destructive ways. It's always easier to destroy than to build, and to destroy with magic is very easy indeed. While not always bad per se, it is easy to lose touch with your human nature by becoming a magical super-predator.
- Denying freedom of will. Using people and other sentient creatures as your puppets is stopping to see the them as people, and once you believe yourself to be the only truly human creature in the masses of unAwakened rabble, Madness is not far away.
- Destroying magic. Fallen World is a small, miserable place, robbed of true magic and wonder. Destroying Supernal is destroying the last pieces of greater whole, forever denying the reality true wonder and hope.
- Allowing the Abyss to take hold. The Abyss is antithesis to Supernal and magic. To truck with the Abyss is to deny your very being and to invite the ultimate destruction of known reality.
- Dangerous magical experiments and pursuing Left-Handed knowledge. Too often mages do the things because they can, without ever stopping to think if they should. That includes using magic to affect souls (Reapers) and prolong lifespan through unnatural means (Liches)
Selfish and destructive use of magic
- Using magic for a personal material gain (Enlightened).
- Affect innocent bystanders with your magic (Enlightened).
- Killing living being with magic (Enlightened).
- Traumatizing person without physical injury, messing with his personal life with magic, causing temporary social damage (get him fired, his possessions destroyed, etc)(Understanding).
- Hurting sentient beings with magic (causing negative Conditions or dealing lethal damage up to major wound)(Understanding).
- Causing lasting trauma or injury to sentient being with magic (causing negative Persistent Conditions or aggravated damage)(Weathered).
- Destroying personal life with magic, causing permanent social damage (cause divorce, destroy his life-long business or career, destroy his reputation, etc.)(Weathered).
- Killing sentient being with magic, destroying the consciousness and/or sense of self (Falling).
- Causing mass death and/or destruction with magic (Hubristic).
- Magical torture and other heinous acts (Hubristic).
In a way, destroying personal life is just as bad as harming person physically - he feels the pain all the same, and wounds on the heart may take a longer time to heal than wounds on the body. Such course may be necessary, but never Wise.
Why, why would you do that?
Unlike in other areas, in killing/hurting people with magic, the mindset of the mage matters. Does he kill trying to protect himself or the others? Does he kill in a cold, premeditated way? Does he kill in a fit of rage? Circumstances should move Act of Hubris along the line: it’s one thing to kill with a death curse as a last resort in self-defense, and other to violently burn a person alive because he said a wrong word about you; but ultimately, this kind of magic use always remain hubristic to some degree - in the end mages have too many options and possibilities to ever stop considering if there were was no other - better - way.
Suggestions for this:
- Hurting or killing others to protect yourself or others bring the Act of Hubris one step higher.
- Hurting or killing others in a cold, premediated way bring the Act of Hubris one step higher.
- Hurting or killing others for your personal gain or pleasure bring the Act of Hubris one step lower.
- Hurting or killing others emotionally - in a fit of rage, out of fear - bring the Act of Hubris one step lower.
Okay, but what about using magic indirectly to kill? You may routinely kill people using Veiling, as they aren’t able to see you or react to you. You can enchant your weapon, or yourself, to get an edge. Does that counts as using magic to kill?
There are three options:
- No, it doesn’t. When you kill a person with magic, you form an Imago around injury and death, misusing your great and grand gift of creation to maim and slaughter. But indirect usage is just that - indirect usage. Spells themselves aren’t tainted with your murderous intentions.
- It does, but it sets the bar higher. You aren’t using magic directly to kill, but you still misuse it - understandable, but still a sad fact. You move the Act of Hubris two steps higher.
- Yes, it does. Either you kill people completely mundanely, or you suffer Wisdom loss - no third option about it. It’s intent that matters, and your intention is to kill other people, when the other options would be just as sufficient.
Denying freedom of will
- Superhuman levels of charisma and persuasion (21+ dice on social rolls)(Enlightened).
- Influencing a person supernaturally without direct mind control (charming, suggestion) (Understanding).
- Cursing a person with magic (Understanding, Weathered is spell is permanent).
- Binding a person to Oath with Fate magic (Understanding, Weathered is spell is permanent).
- Shaping the future of person or rewriting his history extensively with Time magic (Understanding, Weathered is spell is permanent).
- Manipulating sympathetic connections with Space magic to achieve mind control-like effects (Understanding, Weathered is spell is permanent).
- Direct mind control of target without moral code violation (Weathered).
- Partial rewriting of a person’s personality (Weathered).
- Direct mind control of a target with a moral code violation (Falling).
- Rewriting the personality of a person or absorbing it, creating magical puppets out of humans (Hubristic).
Denying freedom of will is not limited to Mind magic. Warping Fate of person, or using Life to urge his basic instincts is just as bad in the end. Ultimately, it is the ability to make meaningful choice what matters; the less choice for the subject left after the spell, the worse this spell is for the Wisdom of the caster.
Toxic Memes
Mages can reshape person by more subtle means that direct overwriting of personality - by subjecting him to memetic agents, or tinkering around with his Oneiros. Such attempts are not necessary unwise, but do fall under human experimentation (look below for more details).
Worse than killing him
Irreversably rewriting the personality of person is even less Wise than destroying it. Why? In the second case, you essentially kill everything what the person was. But in the first case, you are not only killing the person - you are rewriting person as you see fit, ultimately denying him even the right to be dead and gone.
What measure is non-human?
It’s easier if it’s not human. When using magic on supernatural creatures to deny them freedom of will, raise all Acts of Hubris levels by one degree.
Destroying Supernal magic
- Allowing a Mystery to be contaminated by a Nimbus (Enlightened).
- Dispelling ancient (100+ years) magical spells and enchantments (Enlightened).
- Killing a Sleepwalker (Enlightened).
- Destroying a Grimoire, Rote or Imbued Item (Understanding).
- Destroying knowledge about Awakened or Supernal magic (Understanding).
- Destroying knowledge about Mystery with Supernal origin (Understanding).
- Killing a Proximi or person with Second Sight (Understanding).
- Killing another mage or removing Gnosis from him (Weathered).
- Destroying Hallow or Supernal Verge (Weathered).
- Destroying a Proximi Dynasty by killing all members and/or destroying all knowledge about it (Weathered).
- Entering an Adyton (Weathered).
- Destroying an Artifact or chopping Sarira to pieces (Falling).
- Destroy Thurae or Soul Eyes (Falling).
- Disrupting an Awakening (Falling).
- Destroying a Legacy by killing all members and/or destroying all knowledge about it (Falling).
- Destroying a Supernal Entity or fail to act in its defense from complete destruction by the Abyss (Hubristic).
- Preventing, attempting to undo or causing an Awakening to fail (Hubristic).
- Destroying artifact of Time Before (Hubristic).
- Attempting to harm or disfigure Supernal Realms or Watchtowers (Hubristic).
Those Acts of Hubris are primarily about the destruction of Supernal magic in the Fallen World. Mages don’t have similar obligations to the Fallen World magic, or other supernaturals - they won’t lose Wisdom from killing a vampire who knows blood sorcery, or destroying werewolf’s fetish. Still, most mages will refrain from such a course of action, if there is a sensible alternative.
It’s mine, mine!
Hoarding magic for yourself doesn’t damage Wisdom of mage - after all, other mages can get access to it after your probable demise. Mages can also restrict access to dangerous secrets to those who, in their opinion, doesn’t deserve them - that is modus operandi for Mysterium and Guardians alike. But permanently removing the chance for other mages to gain said knowledge is inherently Hubristic. Mysterium magic have Censoria for storing forbidden knowledge without destroying it; Guardians are more final about their solutions, but they do have “sacrifice Wisdom” Code especially for cases like this.
Allowing Abyss or Lower Depths to take hold
- Overreaching on a spell (Enlightened).
- Relinquishing a spell unsafely with Advanced Duration (Enlightened if day-long, Understanding if week-long, Weathered if month-long, Falling if spell is year+ long or permanent).
- Not attempting to contain Paradox within soul (Understanding).
- Allowing a Sleeper to witness obvious magic (Understanding).
- Creating “Open” Condition for Abyssal creatures by any means (Understanding, Weathered if Condition is Persistent).
- Inuring spell (Weathered). This means that mage will roll Wisdom twice and may lose it twice.
- Causing a Paradox Anomaly (causing an Abyssal Environmental Tilt) (Weathered).
- Accidentally summoning an Abyssal or Lower Depths entity (not through Paradox Manifestation) (Weathered).
- Casting Antinomian Spell or Rote (Weathered).
- Using Investments or other powers granted by Abyssal or Lower Depths entities (Weathered).
- Willfully summon Abyssal or Lower Depths entity (Falling).
- Causing a Paradox Manifestation (Falling).
- Learning an Abyssal or Lower Depths Legacy (Falling).
- Creating Aberrances and Scars (Falling).
- Making a deal with an Abyssal or Lower Depths entity (Falling, Hubristic if deal involves permanent components).
- Creating an Abyssal Verge or Malus Loci (Hubristic).
- Creating an Abyssal or Lower Depths Legacy (Hubristic).
- Abyssal Initiation at Dur-Abzu (Scelesti aspirant can willingly fail this one at Wisdom 1 and automatically gain first dot of Joining) (Hubristic).
Trucking and dealing with Abyss or Lower Depths isn’t just immoral; it is also extremely dangerous. But Mages have dangerous lives in general, and many of them think they can handle the consequences - and so their Wisdom falls as a result.
But I am Scelesti...
No, Scelesti most definitely don’t ignore this part of Wisdom until they pass their Joining - enjoy your falling from grace.
Dangerous magical experiments and pursuing Left-Handed knowledge
- Sacrifice a non-sentient creature (Enlightened). Sacrificing a sentient creature counts as killing with magic.
- Creating a soul stone (Understanding).
- Entering pacts with godlike (Rank 6+) creatures (Understanding).
- Giving supernatural abilities to living creatures which don’t have them (Understanding).
- Binding ephemeral creatures in the material world (Understanding, Weathered if binding is permanent).
- Using magic to prolong life beyond human lifespan (Understanding).
- Inflict supernatural Conditions (Understanding, Weathered if Condition is Persistent).
- Magically transforming a person into another sentient being (Understanding, Weathered if spell is permanent).
- Human (including Sleepwalkers and Mages) suffering a breaking point due to magical experiment (Understanding).
- Creating flawed or faulty equipment with magic (Understanding).
- Removing the soul from human (Weathered).
- Giving dangerous reproducible hypertech to Sleepers (Weathered).
- Removing important parts of human psyche; messing with Oneiros; exiling daimon (Weathered).
- Creating magical monsters (Weathered).
- Creating Living or Haunted Grimoire (Weathered).
- Magically transforming a person into a lesser being (Weathered, Falling if spell is permanent).
- Forcefully abducting and/or exiling another person (mage, Sleeper or Sleepwalker) into the Realms Invisible (Weathered, Falling if spell is permanent; no Wisdom damage if person is capable of getting out on his own).
- Human (including Sleepwalkers and Mages) failing a breaking point and/or developing negative mental Conditions due to magical experiment (Weathered).
- Bind ephemeral entity to an unwilling human (Falling, Hubristic if spell is permanent).
- Learning Reaper or Lich Legacy, developing a new Attainment in those Legacies (Falling).
- Disfiguring souls (Falling).
- Attempt to dedicate two soul stones at once (Falling).
- Creating Perfected blood or skin (Falling).
- Using magic to prolong life by using others as resource (Hubristic).
- Using magic to inflict “fates worse than death” (Hubristic).
- Destroying soul (Hubristic).
- Attempt to magically warp your own Wisdom (Hubristic).
- Using an Astra’s Sublime Power (Hubristic).
What about willing subjects? There are many Sleepers and Sleepwalkers who wouldn’t object to a chance to become super-strong, or unnaturally attractive, or… Is it so bad to experiment on them?
Actually, there are several reason why mages shouldn’t experiment even on willing subjects. First of all, most subjects don’t understand possible risks and downfalls. It’s not enough to say “I’ll try to make you sexy, you in?” without also mentioning “but if I fail, you may become horrible monster which will try to rape and murder everything you see”. Failing to mention danger of said experiment is certainly an Act of Hubris to a mage.
Second, mages can’t be sure in the outcome of their experiments. This is a Fallen World - magic gets distorted or outright corrupted by Abyss. If experiment consists of casting a spell on a subject, the mage must either keep control over the spell, or relinquish it safely. Failing to do that is is certainly an Act of Hubris to a mage, and you can’t say “he knew the risks”, even if you explained the risks, because you made a conscious decision the let spell be distorted, sooner or later.
Third, mages can’t be sure even in the outcome of successful experiments. Let’s say you managed to remove fear from an anxious person, and helped him get rid of a mental disease in the process. Great, right? But he continues to live without fear, starts taking unnecessary and stupid risks, and soon dies in a car crash after deciding there is nothing to be afraid of in driving through the crossroad on red light. The reason for his death connected very directly with your successful magical experiment, and by extension - with your Wisdom.
All that said doesn’t mean you can’t make magical experiments without them being Acts of Hubris… but you need to be very careful, very open with explaining possibilities and even after all that, you still may lose Wisdom from unexpected consequences.
Don’t let it stop you, anyway.
Hierarchy of Importance
There is hierarchy in act: it’s easy to experiment on living creatures who don’t get sentience (animals, plants, etc). It’s harder to experiment on sentient creatures who can think, talk and act (ghosts, Goetia, spirits). Only the most callous and hubristic mages can experiment on humans without losing Wisdom. In general, experiments on non-sentient creatures should bring the Act of Hubris one step higher; experiments on non-human sentients shouldn’t change the Act of Hubris level, and experiments on humans and human-like sentients should bring the Act of Hubris one step lower.
Help me, I am being oppressed!
Yes, Wisdom has a very clear bias about humans being more important than other sentient beings here. You may change that if you want it, but remember that it’s easier to turn people into monsters if you done your homework on animals and persuaded yourself that everything works fine and no side effects were found.
Comment