Inuring allows a mage to become immunised to a spell’s Wisdom-damaging effects, but in return makes it a Paradox magnet


If a mage suffers Wisdom loss through use of a spell, she can choose to wipe that spell from future Acts of Hubris; any future uses will not incur Wisdom loss no matter the action.

If she chooses to do this, to inure herself to the spell’s Hubris, it forever becomes a Paradox risk.
From that point forward, every use of the inured spell forces a base two-die Paradox risk. Your character may inure herself to the effects of one spell per dot of her Gnosis.