Thread: [WB] Sacred Geometry (working title)

This is pretty much just a dump for my Sacred Geometry world idea. Constructive Criticism is appreciated. Mana is present in every living thing. This magic is wild, however, and requires significant processing through Geometric Casting Circles for a spell to become exactly what the caster intended. Casting magic without geometric processing typically has unintended results, and in rare cases, catastrophic events that result in massive loss of life. Because of the dangers presented by Wild Casting, it is highly illegal. Mana typically takes the form of glowing geometry when cast, or hazy, fiery wind if the spell is Cast Wild, however, Mana can be compressed. With an airtight container, and the correct geometry, excess Mana one might want stored can be compressed into a liquid. Compressed liquid Mana must be stored in an airtight container or it will evaporate completely over 24 hours if left uncovered. A watertight container of compressed liquid Mana will evaporate completely over the course of seven full days. Stabilization and storage of Mana is possible with the proper geometry to crystallize Mana, though the spell itself can be expensive to learn and cast. T he color of one's Geometry during casting can typically be used to identify significant heritage. Blue Typical Planar heritage. Most creatures, even if they aren't human specifically, have this color of geometry. Red Demonic heritage. Extraplanar creatures from Hellish realms. Green Fae heritage. Extraplanar creatures that possess a greater adaptation and greater attunement to Mana than typical planar creatures. Usually from the Wildland Realms. White Celestial heritage. Extraplanar creatures from heavenly realms. Gold Dragon heritage. Dragons can produce offspring with almost any species, so dragonkin are not unheard of. Generations later, draconic heritage may still appear in one's Geometry. Black Homunculi and abominations. Creatures whom were created by unforgivable, highly illegal rituals, usually involving sacrificial rites, torture and Blood-Scrawled Geometry. Creatures with black geometry are typically put to death on the spot because of how dangerous they are. Geometric Casting Circle Content The content of a casting circle typically denotes what kind of spell is being cast. The content, however, depends strictly on the caster and their perceptions of their spell. One caster might have the alchemical symbol for fire in his fireball spell, while another caster might have her family's insignia for 'fire' in her fireball spell. Differing casting circle content can sometimes confuse an opponent if they have little or no understanding of the many cultural, planar or species-specific representations for certain elements and effects. Some casters may learn Metamagic spells, which aren't necessarily spells themselves, but more like modifiers for spells that cost additional Mana. Metamagic does have content in a casting circle, however, Metamagic that causes a spell to be cast very quickly or removes the presence of a geometric circle entirely are much more difficult to identify. Ritual Casting Rituals are like spells, except they require multiple individuals, a greater amount of time and a lot of Mana. Rituals typically bestow permanent effects on whoever or whatever is the target of the ritual. Examples include curing diseases, magical or otherwise, restoring the body or mind, changing the body or mind, Equivalent Exchange Craftsmanship, large-scale wards, etc. Individuals that have the ability to cast Rituals without help are rare, legendary and typically ancient, with decades, if not centuries, of experience. Prepared Casting At the cost of a small amount of Mana, a caster can prepare a spell ahead of time by using an engraving or imprinting spell to put a casting circle on an object, along with a means of activating the printed circle. Mana must be used to fill in the engraving or trace the print, so that the spell has already exacted its cost. The engraving or print can also be submerged in liquid Mana, which, in turn, would pay the cost of the spell, assuming enough liquid Mana were present. Other forms of Mana will work just as well. Spell Incursion and Dominion Geometric Casting Circles are the physical embodiment of the Will of a caster imposing his desires and perceptions on the world, given form by Mana. Because these aspects are given form, one can alter these forms to suit whatever needs or desires one wants, given the skill, Mana and time necessary to do so. Such an act committed by one who is not the origination of the geometric casting circle is called a Spell Incursion. Countering an incursion requires Spell Dominion, the strength of Will and Resolve put into a spell during casting. Spells cast by intelligent beings automatically have dominion, because it is required for the spell to exist in the first place, however, with additional Mana, a spell's dominion can be strengthened, increasing its resistance to incursion. Verbal, Somatic, Material Using extra spell invocations further empower spells at the cost of fully revealing the contents and purpose of the spell. Material components are the easiest to conceal, as they only need to be in contact with the caster's bare skin to be incorporated into a spell during casting. Casters attempting to use spells above their capabilities typically must use all three of these aspects. Spell Proficiency There are several aspects to a spell, and all of these aspects can be improved upon. Each time a caster successfully casts a spell, their proficiency with the spell grows. Players use these earned proficiency levels to increase the efficiency of a spell. Aspects of a spell such as mana cost, power, radius and length of effect can be improved repeatedly. Last edited by a moderator Sep 23, 2022