Key Concepts

1) Although Geoza "physics" works very similar to Earth Newtonian physics, the underlying reasons that things behave the way they do may be very different.
2) The underlying basis for Reality is a trans-planar field of "energy" or "spirit" that is the source for the power of gods, and for the existence of the "realms" or "planes."
3) Geoza itself is a source of magical power - Mana. Mana is the essence of Geoza, flowing around and through all matter. It is the basis for all material existence.  Related forms of magic rely on a special form of Mana known (in game mechanics) as Potential Omnessence, which is Mana in material form.   Both Alchemy and Rune Magic use Potential Omnessence to power their effects.
4) Other realms can also be sources of magical power. The Spirit Realm, for example, can be tapped into by those with Sensitivity to it. The power of death can also be tapped by those who are desperate (or psychotic) enough. This is the practice of Necromancy.
5) The gods are sources of power. They can channel some of their vast might through their mortal representatives.
6) Some mortals can also tap into a diluted form of the underlying energy that provides the realms and the gods their power. This is known as Sorcery.

Use of the Awareness Talent in Geoza

The Awareness Talent has a specific and limited application in the world of Geoza.  Awareness functions only as a measure of the Persona's native sense of the presence or use of magic in his vicinity.   Specific rules for detecting and discerning magic with this talent are discussed here.  Suitable specialties would include specific Origins, Archetypes, or Dominions.  Awareness is only partially effective at detecting the use of psychic powers.

Changes to Omnessence Province Ratings in Geoza

The Geoza Reality system. although essentially modeled using the ARIA rules, is different in several respects.  Persona development, for example, is handled differently from the ARIA rules, especially in regards to Omnessence skills.   Another important difference is that Archetype and Dominion ratings are handled differently for personas and origins.
In the basic ARIA rules, an Origin has a Power value for each Archetype and a Facility value for each Dominion, each rated from 1 to 5.   In order to find the "Configuration Might" of a given combination, one adds the two numbers together, and then squares that result to obtain the total Omnessence limit of the Origin.
In the Geoza system, each Origin has Power and Facility values from 1 to 10.  Instead of adding these together and then squaring the result, simply multiply the two values to obtain an Omnessence limit (which also functions as the "Configuration Might" for Geoza).
As an example:  An Origin using the basic ARIA rules has a Power value of 4 in Creation, and a Facility value of 4 in Physical.   That Origin has a Configuration Might of 8 (4+4=8) in Creation / Physical, and a maximum Omnessence limit of 64 (8^2=64).
That Origin, redefined using the Geoza system, has a Power value of 8 in Creation, and a Facility value of 8 in Physical.  The Origin has a "Configuration Might" of 64 (8*8=64), which is also the Omnessence Limit.
The Geoza system is simpler and presents a "smoother" progression of values, with more variation among origins.

Changes to Geoza Dominions

Geoza defines Dominions slightly differently from the standard ARIA rules, as noted here:
ARIA Dominion Geoza Dominion Description
Energy Flux The elements of Fire or Air, including just about anything that would be considered "energy"
Organic Organic Very similar to ARIA, but specifically defined in Geoza as being a combination of Flux and Matter (i.e. life)
Physical Matter The elements of Water or Earth, including things that were once living, but now aren't.
Reality Reality Standard ARIA definition
Spirit Spirit Standard ARIA definition
Will Will Standard ARIA definition

Changes to Omnessence Cost Guidelines

Several additions, clarifications, and changes have been made to the standard ARIA Omnessence cost guidelines.

Component Costs and Magical Research

In the Geoza system, almost all origins allow "spontaneous" magic - magic that is performed without the need for formal spell research or development.  Most origins also allow spell effects to be "solidified" as specifically defined, repeatable spells.  Such solidified spells have defined parameters that cannot be modified except through the use of Temper Aspects.  Although an adept could create an effect different from the solidified spell, such an "off the cuff" spell will have disadvantages compared to a spell that has been researched, practiced, and solidified.
Whenever a spell effect is first "invented" by an adept, the individual component costs are assumed to be at the maximum for the appropriate effects level.  For example, the effects level of Moderate is 4 to 9 points of Omnessence.  A new spell effect with a Moderate component would cost 9 Omnessence points for that component.  Through research, however, an adept could reduce the cost associated with that component - Nature of Change, for example - down to the minimum within the appropriate effects level.  In the case of a Moderate component, the minimum cost would be 4 points of Omnessence.  The cost for that component could not be reduced further, because that component requires a "Moderate" effects level.  Only by redefining the effect to require a lesser effects level could the cost be reduced further (and such a change would also require the spell to be re-solidified, etc.).  Such research and solidification of a spell is known in the Geoza system as optimization.
There are three primary components to any basic spell effect: Scope, Potency, and Intricacy.  Each primary component may have various sub-components.  Scope, for example, may have components for Range; Area; and Duration.   Potency may have components for Size; Fundamental Inertia; Conflict; or Enhancement / Hindrance.  Intricacy may have components for Nature of Change; Sentience; Penetration; Restoration / Creation / Depletion; Divination / Sensitivity / Detection; Energy; or Perception / Illusion.  Each sub-component may be optimized, reducing the cost associated with that sub-component.
As an example, consider a "generic" fireball spell - always fun at parties.  A "spontaneous" version of a spell might look something like the following:
Scope Area Scope (3)
Scope affects a State (1)
Range is Impressive (20)
Total cost for Scope = 24 points
Potency Conflict is 15 points (5 point Attack Value - remember that Attack and Defense values cost 3 Omnessence per point in Geoza)
Intricacy Energy: elemental effects (i.e. it burns like fire, not just energy that looks like fire), which is a Moderate effect (9)
The total base cost for this spell effect is 48 points of Omnessence - which requires an average Omnessence Expertise of 7 to cast.   This cost also does not include any Temper Aspects.
Now consider the same spell in its optimized form, after a great amount of effort in research and practice:
Scope Area Scope (3)
Scope affects a State (1)
Range is Impressive, but the cost has been reduced to the minimum (10).
Total cost for Scope = 14 points (a 10 point reduction in this area alone).
Potency Conflict is 15 points (5 point Attack Value).  In this case, the cost for Conflict cannot be reduced without reducing the Attack Modifier.  This aspect of Conflict is one of the few components that has this restriction (Enhancement / Hindrance is another).
Intricacy Energy: elemental effects (i.e. it burns like fire, not just energy that looks like fire), which is a Moderate effect (4 points after optimization).
The total cost for this optimized version is only 33 points - 15 Omnessence less than the spontaneous version, and requiring an average Omnessence Expertise of only 6 to cast (again assuming no Temper Aspects, etc.).
Knowing such an optimized version of a spell is highly desirable, even for an adept who could cast the effect spontaneously.   Because the overall cost is lower, the adept doesn't need to access as much Omnessence to cast the spell, and any fatigue trials related to accessing or casting Omnessence will have generally lower difficulties.  Additionally, a lower base cost can potentially reduce the cost of many Temper Aspects for which cost is a function of the base effect cost (Imbed or Remove, for example).
There is one consideration to optimized spells that can be a "hindrance" in some instances: because the costs for Potency or Intricacy might be lower, the overall Effect Might of the spell might be lower, making the spell easier to resist in some situations.  However, this apparent drawback can be overcome - a solution will be discussed below.
One consideration that arises with optimized spells is the need to alter the spell after optimization - to make the spell more potent, for example.  All optimized spells can use the Alter Potency / Intricacy Temper Aspect, subject to the following limitations (although that Temper Aspect is not listed in the profile for any origin, it is possible in every origin, unless specifically prohibited).
1) Only Potency and /or Intricacy can be altered using this Temper Aspect.  Scope components can only be modified by other appropriate aspects (according to the limits of the individual origins).
2) If any sub-component(s) of Potency or Intricacy has been optimized, that component (Potency or Intricacy) may not be altered using the Alter Temper Aspect.  In the sample fireball spell above, Intricacy was optimized, and thus could not be altered.  Potency, however, was not optimized, and thus could be altered (to increase the Attack Value, for example).
3) The usual cost for the Temper Aspect must be paid (i.e. 1 or 2 points).
This Temper Aspect can also be used to overcome the "limitation" related to having a lower Effect Might mentioned above.  By using the Alter Potency / Intricacy Temper Aspect and adding additional Omnessence to the effect, the Effect Might can be raised.  Although this requires that some aspect of the spell remain "un-optimized," it does allow an adept some flexibility, even within the limits of an optimized spell.
How does an adept optimize a spell component?   See the sections on Magical Research within each origin for details.