Pneuma: Difference between revisions

From BTScape Wiki
Jump to navigation Jump to search
large-scale manual style and content rewrite
State rules positively: drop denials of unimplied negatives ("not destroyed", "not dead", "loses nothing", "no regeneration", "cannot condense", "never decreases", "consumes no soma") (via update-page on MediaWiki MCP Server)
 
(11 intermediate revisions by 2 users not shown)
Line 1: Line 1:
'''Pneuma''' is the world's life-force. Everything alive holds it; anything holding it is alive. It is both a resource you gather and spend and the basis of character progression.
'''Pneuma''' is the world's life-force. It is a resource that creatures gather and spend, and the basis of character progression. Its counterpart is [[Soma|soma]], the matter it animates: pneuma is energy and soma is matter. A creature's pneuma is its power and its soma is its health.


== Forms ==
== Form ==


Pneuma has one '''pure''' form and four '''elemental''' forms.
Pneuma has one form, '''pure'''. An element is a kind of [[Soma|soma]]. Pneuma bound in fire soma is the same pneuma as pneuma bound in anything else.


* '''Pure''' — plain life-force, no element. Life-magic and all physical power run on pure.
Pneuma is always held in one of two ways: circulating through a vessel (Law I), or bound in soma. Bound pneuma is inert. It can be carried, stored and traded. Pneuma released outside any vessel or soma goes dull where it is (see [[#Land|Land]]).
* '''Elemental''' — pure pneuma bound to one of the four elements: fire, air, water, or earth.


[[File:Aristotle's Elemental Square.gif|thumb|The four elements on a square. Each edge joins two elements that share a quality — a temperature (hot or cold) or a moisture (wet or dry); the diagonals share none.]]
A '''phial''' is soma made to hold bound pneuma. It is the only physical form of pneuma (see [[#Physical form|Physical form]]).


Each elemental form also has:
== The Three Laws ==
 
'''Law I — Vitality.''' Pneuma circulating through a '''vessel''' — soma arranged to carry it — is alive; pneuma bound in soma is inert. The structure of a creature's vessel determines what the creature can do, and the amount of pneuma in it determines the creature's power. An empty vessel is exhausted (see [[#Death|Death]]).
 
'''Law II — Attrition.''' Every shaping (see [[#Key terms|Key terms]]) loses part of the pneuma moved. Carrying and storing bound pneuma are free.
 
'''Law III — Affinity.''' Affinity for a soma lowers the Attrition loss of shaping through it. Affinity grows by spending pneuma through that soma.
 
== Key terms ==


* '''Allies''' — two elements that share a quality (adjacent on the square). Every element has two allies.
* '''Creature''': anything with a vessel. A '''player''' is a creature a person plays.
* '''Enemies''' the two elements that share no quality (diagonal). Every element has exactly one enemy.
* '''Working''': a spell or an ability.
* '''Shaping''': any move of pneuma between a vessel and soma. Every shaping loses part of the pneuma moved (Law II).
** '''Binding''': shaping into soma.
** '''Absorption''': shaping out of soma into the absorber's own vessel. Sources are elemental sites, slain creatures and phials.
** '''Condensation''': binding from one's own vessel into a phial.
* '''Mastery''': one [[Ability|ability]]'s accumulated experience, measured as the total pneuma spent through it.
* '''Affinity''': a creature's alignment to one soma, with pure counted as one more. Affinity for a soma is the sum of mastery across the abilities tagged with it. Affinity lowers shaping cost (Law III).


== Reactions ==
== Sources ==


When two elements are combined, a reaction occurs. What reaction occurs depends on the relationship between the two elements.
* '''Elemental sites.''' Wherever an element is concentrated — a river, a fire, a mountain — pneuma is bound in the soma there. Absorption removes the pneuma; the soma remains. The soma yield of a site is on the [[Soma#Sources|Soma page]].
* '''Creatures.''' A slain creature releases its pneuma (see [[#Death|Death]]).
* '''Phials.''' Pneuma condensed into a phial can be absorbed back out of it.
* '''The self.''' A creature below baseline refills from the land (see [[#The pool|The pool]]).


{| class="wikitable"
=== Land ===
! Elements combining !! Relation !! Reaction !! Result
|-
| Share a quality || Allies || '''Synergy''' || Combine into a hybrid
|-
| Share none || Enemies || '''Dissonance''' || Cancel into pure (less than went in)
|}


'''Hybrids''' are created when two allied elements are combined. The type of combination depends on the shared quality of both elements:
Land holds a pool of usable pneuma. Regeneration draws from it (see [[#The pool|The pool]]). Its level is described as '''rich''', '''spent''' or '''void'''. A void pool is empty, so regeneration on void land is zero.


{| class="wikitable"
The pneuma lost to a shaping goes '''dull''': it settles into the land where it was spent, separate from the usable pool. Pneuma released outside any vessel or soma — a creature slain with no victor, a [[Soma#Alchemy|dissonant reaction]] with no vessel in reach — goes dull the same way.
! Allies !! Shared quality !! Hybrid
|-
| Fire + Air || Hot || Lightning
|-
| Fire + Earth || Dry || Magma
|-
| Water + Air || Wet || Mist, ice
|-
| Water + Earth || Cold || Mud
|}


== The Three Laws ==
'''Reclaiming''' converts dull pneuma back into the usable pool. [[Celaborans]] reclaim. Whether anything else can is open.


There are three simple laws which describe the rules of how pneuma works.
== The pool ==


'''Law I — Vitality.''' Pneuma is life. Anything holding pneuma is alive; anything alive holds pneuma. Fill a lifeless thing with pneuma and it wakes; drain it and it goes still.
Each creature holds an unbounded reserve of pure pneuma.


'''Law II — Attrition.''' Shaping has a cost. Any time pneuma is converted between pure and elemental, or two enemies annihilate one other, part of it is spent. Only carrying and storing it are free.
The '''baseline''' is the amount of pneuma that circulates in the creature's vessel (Law I). Below baseline the creature is '''depleted''' and draws from the land's usable pool to refill: faster the deeper the deficit, faster where the land is rich, slower where it is spent. Regeneration stops at baseline. Pneuma above baseline is '''surplus''', and comes only from absorption and trade. The regeneration rate is below the spend rate of combat.


'''Law III — Affinity.''' Elements favor those with an affinity for it. Affinity grows by spending that element (casting or exertion). The higher the affinity, the less each conversion loses to Attrition.
* Filling: absorption from elemental sites, slain creatures or phials.
* Draining: casting spells, using abilities, condensing into phials.


== Key terms ==
=== The vessel grows ===


* '''Shaping''': converting pneuma between pure and elemental, either direction. Always costs (Law II).
Baseline is a function of lifetime pneuma spent. The function is sublinear; the exact curve is open. Baseline only ever rises.
** '''Absorption'': the act of siphoning energy from physical elemental pneuma present in consumables or in the world, to fill one's pneuma reserves.
** '''Condensation''': the act of transferring one's pneuma reserves into physical elemental pneuma for later consumption.
* '''Affinity''': how strongly a living thing is aligned to one element. Tracked per element, per practitioner. Sets casting cost and power. Grows by spending that element (Law III).
* '''Mastery''': a single spell's accumulated experience. Affinity for an element is the sum of mastery across its spells.


== Sources ==
=== Surplus and condensation ===


* '''Elemental sites.''' Throughout the world, wherever elements are present - a river, a burning fire, a rocky mountain.
Condensation uses surplus only. Spending below baseline is allowed.
* '''Creatures.''' Everything alive gives up its pneuma when slain. An elemental creature yields its element; a common beast yields pure.
* '''Consumables.''' Pneuma can be condensed into physical form, which can be consumed to yield its power. Both pure and elemental pneuma can be condensed.
* '''The self.''' Every body slowly regenerates their pure pneuma (Law I). Exercise or meditation speeds this, but far slower than gathering from the world or market.


== The pool ==
=== Death ===


Each living creature has an unbounded reserve of '''pure''' pneuma.
Death is the vessel breaking (see [[Soma#Death|Soma]]). A creature at zero pneuma is exhausted.


* Filling: absorbing elements from the world, pneuma from other creatures, or by consuming physical pneuma.
When a creature is slain, its surplus is released. The victor absorbs a fixed share; the rest goes dull into the land where the body fell. The share is open. Baseline, mastery and affinity are unchanged by death. On respawn the pool is set to baseline. Phials are kept on death.
* Draining: casting spells, using abilities, condensing pneuma into physical form.


== Casting ==
== Casting ==


Pneuma is the primary resource used to cast spells. Each spell draws a specific kind of pneuma: pure or elemental. Since creatures only have a pool of pure pneuma, to cast elemental spells, they must convert it. This conversion is more or less efficient based on one's affinity with that element (Law III), and is never lossless (Law II). Each spell has an associated mastery which governs how powerful that spell's effect is.
Every working spends pneuma. An elemental spell spends soma as well:
 
* A '''pure''' spell (Blink, for example) spends pneuma straight from the vessel. Its cost is set by pure affinity.
* An '''elemental''' spell has a body of soma. The caster supplies the soma and the cast consumes it (see [[Soma#Casting|Soma]]). The cast binds pneuma into that soma. This is a shaping: it costs less with affinity for the soma (Law III) and always loses something (Law II).
 
A spell's intrinsic requirement is fixed. Affinity lowers only the shaping loss around it, so cost falls with affinity toward a floor. Mastery raises the effect.


== Abilities ==
== Abilities ==


Pneuma is the primary resource used to power physical abilities. Each ability uses pure pneuma, and one's pure affinity determines how much the ability costs. Warriors, rangers, rogues, and other non-magical combatants all primarily use abilities.
Abilities spend pure pneuma, and pure affinity sets the cost. An ability's body is the creature's own body and the weapon in hand, so its soma cost is zero.
 
Every working spends pneuma, gathering and utility actions included. A gathering action spends pneuma and absorbs pneuma from the site in the same action. At a rich site the absorbed amount roughly matches the spent amount; at a spent site it is less. The exact ratio is open. Only the spent amount counts toward mastery and baseline.


== Affinity ==
== Affinity ==


Casting a spell grants affinity to its user corresponding to the type of pneuma needed, pure or elemental.
Affinity is tracked per soma, with pure as one more, and equals the sum of mastery across the abilities tagged with that soma (see [[#Key terms|Key terms]]). It lowers the Attrition loss of shaping through that soma (Law III).
 
The effect of the [[Soma#Elements|elemental square]] on affinity is open: whether allied affinities help each other ('''synergy''') and enemy affinities hinder each other ('''dissonance'''), and how (see [[#Open questions|Open questions]]).


Affinity governs how cheap it is to convert back and forth between pure pneuma and elemental (to cast it, or condense it).
== Physical form ==


Just like living creatures have affinity, elements have affinities too: allies and enemies. An element's ally can be combined to create powerful hybrid spells, and growing one's affinity in an element does not hinder one's ability to grow their affinity in an allied element. This effect is called '''synergy'''. An element's opposite destroys or negates it, and growing one's affinity in an opposing element is more difficult. This effect is called '''dissonance'''.
A phial holds bound pneuma. It is filled by condensation from a vessel's surplus and emptied by absorption; each is a shaping (Law II). Every other physical elemental good is soma (see [[Soma#Sources|Soma]]).


Due to how affinity works, a spellcaster is naturally inclined to pick a particular element and stick to it. Due to how synergy and dissonance work, a spellcaster who wishes to grow their affinity in multiple elements will likely pick an ally of their first chosen element. Since each element has an enemy, and each ally is an enemy of each other (e.g. fire has allies air and earth, which are both opposites), players will typically pick an element pairing according to a shared quality (hot/cold/wet/dry), and hybridize. As one grows their mastery, it is eventually possible to become a master of all four elements, despite how dissonance works.
== Open questions ==


== Physical form ==
* The effect of the elemental square on affinity: whether and how synergy and dissonance affect affinity growth or shaping cost.
* Whether affinity also lowers the soma cost of an elemental working.
* The victor's share of a slain creature's surplus.
* The baseline curve, and the gathering absorb ratio.
* Whether anything besides Celaborans can reclaim dull pneuma.
 
 
 
 
CONCEPTING
 
Problem; having only Pneuma has a single type of resource inherently causes certain content/sources of Pneuma to be irrelevant and useless as they are much less efficient than other methods, thus is dead content and wont be used/played


Physical pneuma comes in two forms:
Solution: having different "types of Pneuma/resources" would make many more situations viable to do as all types of resources are needed to do anything and avoids content becoming dead and makes the world a little more interconnected


* '''Typed pneuma''': dropped by elemental creatures, siphoned from elemental sources, or condensed by spellcasters. This is the primary market good that gets traded.
-these supplemental resources would be similar to catalyst runes in OSRS, not like another element
* '''Pure pneuma''': dropped in very small amounts from slain elementless creatures, or created by annihilating elemental pneuma of opposite types. This is a luxury resource which is much harder to come by in large quantities.

Latest revision as of 04:54, 7 September 2026

Pneuma is the world's life-force. It is a resource that creatures gather and spend, and the basis of character progression. Its counterpart is soma, the matter it animates: pneuma is energy and soma is matter. A creature's pneuma is its power and its soma is its health.

Form

Pneuma has one form, pure. An element is a kind of soma. Pneuma bound in fire soma is the same pneuma as pneuma bound in anything else.

Pneuma is always held in one of two ways: circulating through a vessel (Law I), or bound in soma. Bound pneuma is inert. It can be carried, stored and traded. Pneuma released outside any vessel or soma goes dull where it is (see Land).

A phial is soma made to hold bound pneuma. It is the only physical form of pneuma (see Physical form).

The Three Laws

Law I — Vitality. Pneuma circulating through a vessel — soma arranged to carry it — is alive; pneuma bound in soma is inert. The structure of a creature's vessel determines what the creature can do, and the amount of pneuma in it determines the creature's power. An empty vessel is exhausted (see Death).

Law II — Attrition. Every shaping (see Key terms) loses part of the pneuma moved. Carrying and storing bound pneuma are free.

Law III — Affinity. Affinity for a soma lowers the Attrition loss of shaping through it. Affinity grows by spending pneuma through that soma.

Key terms

  • Creature: anything with a vessel. A player is a creature a person plays.
  • Working: a spell or an ability.
  • Shaping: any move of pneuma between a vessel and soma. Every shaping loses part of the pneuma moved (Law II).
    • Binding: shaping into soma.
    • Absorption: shaping out of soma into the absorber's own vessel. Sources are elemental sites, slain creatures and phials.
    • Condensation: binding from one's own vessel into a phial.
  • Mastery: one ability's accumulated experience, measured as the total pneuma spent through it.
  • Affinity: a creature's alignment to one soma, with pure counted as one more. Affinity for a soma is the sum of mastery across the abilities tagged with it. Affinity lowers shaping cost (Law III).

Sources

  • Elemental sites. Wherever an element is concentrated — a river, a fire, a mountain — pneuma is bound in the soma there. Absorption removes the pneuma; the soma remains. The soma yield of a site is on the Soma page.
  • Creatures. A slain creature releases its pneuma (see Death).
  • Phials. Pneuma condensed into a phial can be absorbed back out of it.
  • The self. A creature below baseline refills from the land (see The pool).

Land

Land holds a pool of usable pneuma. Regeneration draws from it (see The pool). Its level is described as rich, spent or void. A void pool is empty, so regeneration on void land is zero.

The pneuma lost to a shaping goes dull: it settles into the land where it was spent, separate from the usable pool. Pneuma released outside any vessel or soma — a creature slain with no victor, a dissonant reaction with no vessel in reach — goes dull the same way.

Reclaiming converts dull pneuma back into the usable pool. Celaborans reclaim. Whether anything else can is open.

The pool

Each creature holds an unbounded reserve of pure pneuma.

The baseline is the amount of pneuma that circulates in the creature's vessel (Law I). Below baseline the creature is depleted and draws from the land's usable pool to refill: faster the deeper the deficit, faster where the land is rich, slower where it is spent. Regeneration stops at baseline. Pneuma above baseline is surplus, and comes only from absorption and trade. The regeneration rate is below the spend rate of combat.

  • Filling: absorption from elemental sites, slain creatures or phials.
  • Draining: casting spells, using abilities, condensing into phials.

The vessel grows

Baseline is a function of lifetime pneuma spent. The function is sublinear; the exact curve is open. Baseline only ever rises.

Surplus and condensation

Condensation uses surplus only. Spending below baseline is allowed.

Death

Death is the vessel breaking (see Soma). A creature at zero pneuma is exhausted.

When a creature is slain, its surplus is released. The victor absorbs a fixed share; the rest goes dull into the land where the body fell. The share is open. Baseline, mastery and affinity are unchanged by death. On respawn the pool is set to baseline. Phials are kept on death.

Casting

Every working spends pneuma. An elemental spell spends soma as well:

  • A pure spell (Blink, for example) spends pneuma straight from the vessel. Its cost is set by pure affinity.
  • An elemental spell has a body of soma. The caster supplies the soma and the cast consumes it (see Soma). The cast binds pneuma into that soma. This is a shaping: it costs less with affinity for the soma (Law III) and always loses something (Law II).

A spell's intrinsic requirement is fixed. Affinity lowers only the shaping loss around it, so cost falls with affinity toward a floor. Mastery raises the effect.

Abilities

Abilities spend pure pneuma, and pure affinity sets the cost. An ability's body is the creature's own body and the weapon in hand, so its soma cost is zero.

Every working spends pneuma, gathering and utility actions included. A gathering action spends pneuma and absorbs pneuma from the site in the same action. At a rich site the absorbed amount roughly matches the spent amount; at a spent site it is less. The exact ratio is open. Only the spent amount counts toward mastery and baseline.

Affinity

Affinity is tracked per soma, with pure as one more, and equals the sum of mastery across the abilities tagged with that soma (see Key terms). It lowers the Attrition loss of shaping through that soma (Law III).

The effect of the elemental square on affinity is open: whether allied affinities help each other (synergy) and enemy affinities hinder each other (dissonance), and how (see Open questions).

Physical form

A phial holds bound pneuma. It is filled by condensation from a vessel's surplus and emptied by absorption; each is a shaping (Law II). Every other physical elemental good is soma (see Soma).

Open questions

  • The effect of the elemental square on affinity: whether and how synergy and dissonance affect affinity growth or shaping cost.
  • Whether affinity also lowers the soma cost of an elemental working.
  • The victor's share of a slain creature's surplus.
  • The baseline curve, and the gathering absorb ratio.
  • Whether anything besides Celaborans can reclaim dull pneuma.



CONCEPTING

Problem; having only Pneuma has a single type of resource inherently causes certain content/sources of Pneuma to be irrelevant and useless as they are much less efficient than other methods, thus is dead content and wont be used/played

Solution: having different "types of Pneuma/resources" would make many more situations viable to do as all types of resources are needed to do anything and avoids content becoming dead and makes the world a little more interconnected

-these supplemental resources would be similar to catalyst runes in OSRS, not like another element