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[WB] Sacred Geometry (working title)

Kite Xiroh

Local exhausted magus
Supporter
Joined
Nov 25, 2018
Location
Utah
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.

The 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.
 
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Alright a few things.

I generally like the idea of all this. Giving magic a form and a process is great. It needs that at the very least or else it becomes just a magical "solve problems" mechanism. But I think a little more needs to be done in this area.

Namely, you haven't written any real cost for using the magic, besides Mana. However, it seems like a mage would be extraordinarily powerful if he just stockpiled Mana. The idea here is that you want to avoid the audience asking the question, "Why didn't they just use magic to fix everything?" I think a few harsher limits would help it feel more grounded. Also leave a few obscure loopholes in the limits so that characters can figure them out and win with their wits. ;) Audiences like that!
 
I agree. Right now, casters could stockpile mana, but are more likely to sell it than keep it. Carrying a bunch of shards of crystallized mana around can reduce movement.

Having a backup source for lengthy battles is common. Mana does regenerate per turn, but lengthy battles can drain a caster's mana pool. After a caster completely depletes their mana, it's possible to use their life-force to cast spells. Knowing blood magic makes life-force more efficient for casting.

The soul can be used as fuel for spells as well, but is highly illegal and dangerous.

Perhaps I'll add some other hitches for casting.
 
Whatever you decide to do, keep that question in mind. "Why didn't he just magic his way out of it?" Always have an answer that makes sense with the rules you've established, and you should be good!
 
Typically, that question is answered with either "He didn't know the proper geometry" or "He didn't have a large enough mana pool," but you're right. I'd prefer not to use boring aspects though (V,S,M).
 
Right but I mean, at one point you're going to have mages who are among the best and know pretty much everything a person could possibly know on this subject. You gotta make sure even the best among them can't be doing world-altering shit all the time, nahmean?

But I do like your world so far, it sounds like it would be a lot of fun to play in!
 
Oh, stuff that changes time, space and life are called "Miracles".

Miracles are powerful spells said to be lost to time.

These include: Time Travel, Teleportation, Dimensional Travel/Gating, Pocket Dimension creation, True Resurrection and Age Reversal.

Those are just the ones I can think of right now.

But you're right.
 
Dnd has an interesting way to fluff this. To be able to cast a spell, you must memorize it, but in casting it you forget everything about it. The best wizards aren’t just the ones that have the most spells memorized, they have to be able to memorize a large number of spells quickly once they are used.

This puts a cap on how many spells an individual can use, and provides interesting fluff as to why certain spells are lost. Once the source for learning them is lost, everyone who can use it could potentially forget it forever.
 
Dnd has an interesting way to fluff this. To be able to cast a spell, you must memorize it, but in casting it you forget everything about it. The best wizards aren’t just the ones that have the most spells memorized, they have to be able to memorize a large number of spells quickly once they are used.

This puts a cap on how many spells an individual can use, and provides interesting fluff as to why certain spells are lost. Once the source for learning them is lost, everyone who can use it could potentially forget it forever.
Damn! That was an interesting twist! kudos!
 
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