The following is an example of Geoza Sorcery in action.  The game mechanics will be interspersed with a narrative account of the events.  This example uses the same situation as the example of Mana, to illustrate how different Origins would approach the same effects.  Note that specific spell examples may refer to spells that have been optimized (either fully or partially) using rules for magical research in Geoza.
Jarrett saw the afternoon sun dropping fast as he rested on the southern slope of an unnamed hill in northern Pelos.  He'd been climbing up and down these hills all day, and still hadn't found the landmark he was searching for.  He sighed heavily, and started to move upslope again, when movement to his left caught his eye.
He looked west, into the afternoon sun, and saw again what had caught his eye:  goblins, moving his way.   There were only three of them, and they were still a ways downslope of him, but they could probably move faster over this hilly terrain than he could.  This was a definite problem.  No use trying to avoid them, or running away.  He'd have to try to take them out before they reached him.  He had his walking staff and a good dirk at his belt, but those goblins would swarm over him in an instant if they could close with him.
Situation Jarrett, a Sorcerer, is a little lost in the foothills of the Skyreach Mountains in Pelos.  He spots the 3 goblins headed his way at a distance of about 80 paces west and downslope, and decides to stand and fight.  Jarrett's relevant characteristics are as follows:
Insight 8 Sorcery Lore 8
Aura 6 Maximum Conduit Size 72
Willpower 7 (Availability 3)
Endurance 6
Perception 7
Quickness 6
Jarrett's Omnessence Expertises:
Conjuration 7 Energy 8
Creation 8 Organic 7
Destruction 6 Physical 7
Divination 7 Reality 7
Manipulation 8 Spirit 4
Transformation 7 Will 6
As can be seen from his ability levels, Jarrett is an experienced Sorcerer, with a variety of options as to the kinds of effects he can create.  Jarrett's Option Point total for each Action Interval will be 8.
The Mythguide determines the local availability of the Ethereal Essence (the power of Sorcery) in this area.  He determines that currently, availability is average (3).
Based on that Availability Level, Jarrett's maximum conduit size is 72 points of Omnessence for one effect.
Jarrett leaned against his staff and concentrated on piercing the veil of reality which held back the Ethereal Essence.  He opened his Aura to receive the essence and felt the power fill his senses.
Jarrett spends a single OP (the Access Interval for Sorcery) opening a Conduit to the Ethereal Essence.  Jarrett now has access to as much as 72 points of Sorcery Omnessence for an effect. 
Jarrett scanned quickly, tracking the goblins, and then concentrated on the essence again, preparing the "mold" through which he would release the power.  He carefully pictured the effect he wanted - picking up a nearby rock a little larger than his head, and then hurling it at the nearest goblin.  He built up the pattern of energies in his mind, making sure each detail was precisely correct as he envisioned it.
Jarrett spends 16 OPs preparing the paradigm he has in mind, a Manipulation / Physical Sorcery Paradigm:  Hurl Rock.  Jarrett has practiced this spell many times, and has fully optimized it according to the rules for magical research in Geoza.
Scope Scope is altering a State (1 point).
Jarrett will have to expand the basic range to Sight, which is an Impressive level of Scope (10 points).
Potency Just moving the rock is a minor alteration to the rock's physical state (currently at rest), which is a Moderate Effect (9 points).  The basic spell has a Conflict value of 12 points, which will give the hurled rock an attack value of 4 - about the same as the average longbow arrow.  Total of 21 points for Potency.  Note that Jarrett hasn't optimized any component of Potency, because he wants to be able to vary the Attack Modifier if necessary.
Intricacy Intricacy for this paradigm isn't bad - its only a Slight effect (1 point).
Temper Aspects Jarrett will need to Target the hurled rock, but that doesn't cost any Essence, just a Targeting Trial.   Jarrett's player doesn't see a need for any other Temper Aspect. He could have picked Removed, if he had wanted to hurl a rock which was some distance away from both him and the goblin, but because this rock is lying basically at Jarrett's feet, the player doesn't think its necessary.
Jarrett's player has been using this spell for awhile.  The total cost for this paradigm will be 33 Omnessence.  A fairly easy effect, well under the limits of the Sorcerer Jarrett's abilities - Jarrett has ratings of Manipulation 8 and Physical 7 (and Sorcery Lore is an 8), so Jarrett has an effective Configuration Expertise of 7, and can create an effect of up to 56 Essence (Manipulation 8 * Physical 7) - quite a bit more than this little paradigm requires.  Also, Jarrett's maximum Conduit Size is 72, large enough to handle this effect (or just about anything else Jarrett can currently do).
Jarrett concentrates as he finishes preparing the effect he wants, then releases the Essence filling his Aura.   The rock lifts from the ground and hurtles toward the nearest goblin, about 50 paces away.  Jarrett guides the path of the rock as he releases the Essence, and watches it strike the goblin on the left leg, just above the knee.  The goblin yells in pain and glares up at Jarrett.  Uh-oh, Jarrett thinks, I've just made him mad!  But the goblin is hobbling as he climbs toward Jarrett, so it did slow him down some.  Hmmm, Jarrett thinks, I need to put a little more pep into the next rock...
Jarrett finishes preparing the effect, and makes an Effect Trial to determine if the effect works.  His base for an Effects Trial is 4, half of his Insight rank.  His rank for the Trial will be his effective Configuration Expertise, which he knows is 7 for Manipulation/Physical.   That gives him an Effect Trial asset of 11 for this paradigm.  His difficulty is the Affinity of the rock - nothing out of the ordinary, its affinity is 3.  Plus, he's got a level of Fatigue from climbing hills all day (+1 difficulty), so his final Adjusted Trial Chance is only 7 (11-3-1=7).  Jarrett's player rolls another 5 - good enough for a Complete Success.  The effect will work.
Now Jarrett makes a Fatigue Trial.  The effort of controlling and releasing the Ethereal Essence can put a strain on a Sorcerer.  Jarrett already has the one level of Fatigue from climbing the hills, so he's at a +1 difficulty for this Fatigue Trial going in.  The base difficulty is equal to the total Omnessence released, divided by 10 (rounding up).   That's a base difficulty of 4, plus his current fatigue penalty, for a final difficulty of 5.  The base for a Fatigue Trial is 3, and Jarrett's Endurance is rank 6, so his Adjusted Trial Chance is 3 + 6 - 5 = 4  Jarrett's player rolls a 4 and gets a Marginal Success.  No fatigue from this casting.
Jarrett now has to make one more roll - the Targeting Trial to see if he can actually hit the goblin that this rock is now whizzing towards.  His base for this trial is equal to his Insight, 8.   His rank for this trial is his Perception rank, 7, which gives him a Targeting Trial Asset of 15.  Not bad.  But added to that is the Attack Value of 4 for the paradigm, for a total of 19.  Difficulty starts at 2 for a Targeting Trial, but again, Jarrett is Winded, and that can affect his accuracy, so difficulty jumps to 3.   The Mythguide assesses the situation, and says that the goblin is moving at a fast walk, which will add another +1 to the difficulty.  Since the goblin probably isn't expecting a rock to come flying at him at the moment, the Mythguide decides the goblin won't be dodging anything, but the goblin's tough hide will add another 2 to the difficulty.   So the final ATC for this trial is 13 - an almost certain success.  The player rolls a 0, followed by an 8, which results in a Complete Success.  The rock hits!
The Mythguide determines hit location, and announces that the rock has hit the goblin in the left leg, just above the knee, giving it a Wound and slowing it down somewhat.
Jarrett keeps the Ethereal Conduit open, and begins preparing a greater effect.  He's going to hurl the next rock so fast and so hard it'll knock that ugly little goblin off the side of this hill!  Jarrett concentrates on preparing the next effect as the goblin draws closer.   As he finishes, he sends another rock, slightly smaller, hurtling at the wounded goblin with incredible speed, smashing into the goblin's chest, caving in his lungs, and sending him rolling end-over-end down the side of the hill.   One down, two to go, Jarrett thinks, as sweat breaks out on his brow.
This effect is basically the same as the last one, with a massive increase in Potency.  Jarrett's player decides to allocate 33 points of Essence to Conflict, for an Attack Value of 11.  This rock is going to smash that goblin flat!  The total cost for this paradigm will be 54 points of Essence (11 for Scope, 42 for Potency, and 1 for Intricacy).  Jarrett doesn't bother opening another Conduit, since he already has one capable of handling this effect.  He spends 12 OPs preparing the template ("mold") for this effect - he's cutting down on preparation time, rushing the effect, at the cost of a slight increase in difficulty to his Effect Trial.
Jarrett rolls his Effect Trial again, and succeeds, then rolls for Targeting.  This time, the Mythguide says, the goblin will attempt to dodge.  Jarrett's player points out that this attack is stronger than the last one, and the goblin is wounded and slower.  The Mythguide agrees, but says the goblin still gets a chance to dodge, since this rock won't be a total surprise.  The Mythguide rolls for the goblin, and announces that the goblin managed to achieve a Marginal Success on his dodge, despite the slope and his wound.  Jarrett's player grins and rolls his Targeting Trial, which has an ATC of 20.   He rolls a 4, which is a Mythic Success!  Even taking away one degree of success for the goblin's dodge still leaves Jarrett with an Extraordinary Success.   The Mythguide announces that the rock smashed into the goblin's chest and inflicted a Mortal Injury to the goblin.
Jarrett's player rolls for Fatigue again, this time with a base difficulty of 6 (54 points of Essence released), and gets a 9.  Jarrett now has one more level of Fatigue - he's Tired (+2 modifier to difficulty).
Jarrett glanced over at the other two goblins, who had climbed upslope and were now approaching very quickly across the hillside.  Have to take out both of them with my next casting, he thought.   Another rock won't do it.  Jarrett began preparing a different mold, for a casting that would roast those goblins where they stood.
Jarrett spends another 12 OPs preparing a different effect: Creation/Energy Sorcery Paradigm:  Fireball. He's done this before, but hasn't fully optimized the spell:
Scope Scope is affecting a Form (3 points)
Jarrett will have to expand the basic range to Sight, which is an Impressive level of Scope (Jarrett has partially optimized this component to a cost of 14 points).
Additionally, this will be an Area effect, so that's another Slight Scope increase, and gives him a basic radius of effect of 3 paces (Aura/2).  Jarrett has spent enough time working on this spell to optimize this component to only cost 1 point.
Total for Scope is 18 points.
Potency Jarrett allocates 21 points of Essence to Potency, which will yield an Attack Value of 7.
Intricacy Intricacy for this paradigm is a little higher.  First, Jarrett is creating an Energy effect, which is a Slight effect (3 points).  Jarrett also needs the fire to have elemental effects (i.e. it will be fire, not just energy that looks like fire), which is a Moderate effect (9 points).
Temper Aspects Jarrett will need to Target the fireball, but that doesn't cost any Essence, just a Targeting Trial.   Also, he puts another point of Essence into the Widen Temper Aspect, which increases the radius of effect for this Shaping to 12 paces in radius (Variation Facility for Sorcery Widen Aspect is 3 - for each point of Essence allocated to Widen, the area is increased by 3 times the base increment.  The base area in this case is 3 paces, so each point adds 9 paces.  3 + 9 = 12 paces total radius).
Total Essence cost for this Shaping is 52 points of Essence.  Well under his maximum Conduit size, and under Jarrett's limit for a Creation Energy paradigm.  His expertises in Creation (8) and Energy (8)  limit him to 64 points of Omnessence.  Most significantly for this spell, Sorcery itself has a Configuration Might of 54 in Creation / Energy (Creation 6, Energy 9).  This spell is pretty close to that limit.
Jarrett spends the remaining 7 OPs in this Interval, and the first 5 OPs during the next Interval, preparing his fireball effect.  As he Releases the effect (another 1 OP), Jarrett's player rolls the Effect Trial.   Base = 4, Rank = 8 (average of Creation / Energy, limited by Sorcery Lore).   Unlike the Hurl Rock paradigm, where the direct magical effect was targeting the rock to be thrown, in this paradigm, the two goblins are the direct targets of the magical fire.  So the difficulty for this casting will be the higher Affinity of the two goblins.  The Mythguide rules that they are average, and thus the Affinity will be 3 (each goblin has an Aura of 5, based on their average Empathy ratings of 5.  Sorcery Affinity for living creatures is Aura / 2 (round up).  Five divided by two is three.  Pretty average - just like the rock.  Of course, that base Difficulty is increased by Jarrett's two levels of Fatigue (+2), so final Difficulty for this Effect Trial is 5.  4 + 8 - 5 = 7.  Jarrett's Adjusted Trial Chance is 7.  The player rolls a 4, which results in a Complete Success for this casting.
In this case, the Mythguide points out, the goblins will get a Passive Resistance Trial to resist the effects of the fireball.  Their base is their Sorcery Affinity (3), and their rank is their Willpower attribute (the Mythguide again rules that they are average in this regard, and gives them a 5).  The difficulty for passive resistance to a Sorcery effect is the Effect Might of the casting.  The total of potency and intricacy is 33 points, which from the Effect Might Chart on page 141 in the ARIA Reality chapter gives an Effect Might of 4.   3 + 5 - 4 = 4.  The goblins must roll 4 or less to have any resistance to this effect.  The Mythguide rolls a die for each goblin, and rolls a 4 and a 7.  One goblin fails to resist, while the other barely manages a Marginal Success on resistance.   He'll be a little less affected than the one that failed.
Finally, Jarrett's player makes the targeting roll.  Selecting a center point about 5 paces behind and midway between the two goblins, the player adds the factors together.  Base 8, Rank 7, Attack Value 8, Difficulty 8 (base 2, +2 for Fatigue, +2 for movement at a run, +2 for the tough hides of the goblins).  ATC = 15.  The player rolls a 4, which is an Extraordinary Success.  The first goblin, who achieved a Marginal Success on his Passive Resistance Trial, will reduce that effect to a Superior Success - he'll only receive Major Wounds over every location on his body from the rear.  The second goblin, who failed his Passive Resistance Trial completely, gets hit with the full effect of the Shaping, taking Mortal Injuries over his entire body.
The player rolls for Fatigue one last time, getting a 7 and another level of Fatigue as a result.  Jarrett is now Weary.
Jarrett focused intently on preparing the fireball, trying very hard to ignore the two shouting goblins charging toward him.  As he finished the esoteric mold his mind was constructing, he pointed his outstretched hand toward the target he had chosen, midway between and just behind the two goblins.  A ball of flame  shot forth from his hand, expanding as it flew and forming as an intense ball of flame, which could just now be seen by the two goblins.   Their eyes grew wide in their last seconds of consciousness as the ball exploded behind them with stunning fury, the flames washing over their bodies and burning everything they touched..  The goblins fell writhing on the ground as their flesh continued to smoke and curl even after the flames had subsided into nothing again. The grass and shrubs on the hillside were blackened and sooty from the flames.  One goblin continued to scream in pain for a few seconds, then joined his companion in unconsciousness.  Jarrett, now weak and breathing heavily, decided he needed to get away from this spot, in case there were more goblins in the area.  And he needed to find a place to catch his breath.  He set off across the hillside away from the goblins, heading back to the east and, hopefully, towards shelter.