The game is set up for twilight to be very undesirable, unless you invest heavily in Enigmatic Wisdom.
Comprehending twilight pits your intelligence + enigmatic wisdom against your warping score. Botch dice is based on the number of warping points that sent you into twilight, increases the time spent in twilight, potentially lethally.
If you do comprehend the twilight, the story guide picks from
a) twice the number of warping points gained in xp. This isn’t worth it. 1 warping point is 1 year under a Longevity ritual, which has 4 seasons. Even if you just gain xp through exposure, you get 8 XP per year.
b) a new formulaic spell with a magnitude equal to the warping points gained. This is also a bad deal, unless you get a non-hermetic effect. Again, 1 warping point is 4 seasons of lab work. you can invent a lot of spells with that time.
c) a new virtue IF you got 7+ warping points, This is actually pretty good, as gaining virtues is deliberately set up to be difficult. but, your chances of even qualifying for it are 50% if you were sent to twilight by 2 warping points.
But you probably aren’t comprehending twilight unless your a very new magi with high intelligence or a Criamon that invested heavily in enigmatic wisdom. Even then its not a great bet.
With the way its set up, players will rightfully expend a lot of effort to avoid it. Making it harder to avoid will only increase the value of things like the Golden Cord and Flawless Magic, Which don’t need to be more attractive. If you want your players to be less twilight-adverse, I’d recommend.
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Reducing the penalty for Botching a comprehension roll to a multiple of the base time in twilight. Removing the risk of death is important if you want players to risk it. This might not be enough – a single botch with a warping score of 8 would take a magus to twilight for 14 years under this, and that’s still not a lot of fun for the player.
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Make comprehending twilight a viable option for non-Criamon.
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Make the benefits attractive enough to to be worth the new risk.
On the other hand, this is probably a key reason why Hermetic Breakthroughs are rare. Accumulating 60 breakthrough points isn’t so hard that there should have been none since Bonisagus’s breakthrough in four and a half centuries. But if you don’t have all the hard values in front of you, it would be very easy to be scared off part way though. Even if you do have the rules, it gets uncomfortable when your warping gets high – which is most of your warping points before final twilight.