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Forms: drop the per-element temperature/moisture table; fold shared-quality framing into the diagram caption, keeping the edge (not the individual element) as the unit (via update-page on MediaWiki MCP Server)
 
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'''Pneuma''' is the world's life-force. Everything alive holds it; anything holding it is alive. It is both the resource you gather and spend and the basis of character progression.
'''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.


== Forms ==
== Forms ==
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Pneuma has one '''pure''' form and four '''elemental''' forms.
Pneuma has one '''pure''' form and four '''elemental''' forms.


* '''Pure''' — plain life-force, no element. Life-magic and all martial (warrior) power run on pure.
* '''Pure''' — plain life-force, no element. Life-magic and all physical power run on pure.
* '''Elemental''' — pure pneuma bound to one of the four elements: fire, air, water, or earth.
* '''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.]]
[[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.]]
Each elemental form also has:


* '''Allies''' — two elements that share a quality (adjacent on the square). Every element has two allies.
* '''Allies''' — two elements that share a quality (adjacent on the square). Every element has two allies.
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== Reactions ==
== Reactions ==
When two elements are combined, a reaction occurs. What reaction occurs depends on the relationship between the two elements.


{| class="wikitable"
{| class="wikitable"
! Elements meeting !! Relation !! Reaction !! Result
! Elements combining !! Relation !! Reaction !! Result
|-
|-
| Share a quality || Allies || '''Synergy''' || Combine into a hybrid
| Share a quality || Allies || '''Synergy''' || Combine into a hybrid
Line 23: Line 27:
|}
|}


'''Hybrids''' — an allied pair combines around the quality they share:
'''Hybrids''' are created when two allied elements are combined. The type of combination depends on the shared quality of both elements:


{| class="wikitable"
{| class="wikitable"
! Allies !! Shared quality !! Hybrid
! Allies !! Shared quality !! Hybrid
|-
|-
| Fire + Air || Hot || Lightning, storm
| Fire + Air || Hot || Lightning
|-
|-
| Fire + Earth || Dry || Magma, forge-heat
| Fire + Earth || Dry || Magma
|-
|-
| Water + Air || Wet || Mist, ice, tempest
| Water + Air || Wet || Mist, ice
|-
|-
| Water + Earth || Cold || Mire, clay
| Water + Earth || Cold || Mud
|}
|}


Hybrids are physical (water + earth makes mud and clay). Life-magic is pure pneuma, not a pairing.
== The Three Laws ==


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


'''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.
'''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.


'''Law II — Attrition.''' Shaping costs. Any time pneuma crosses between pure and elemental or two enemies cancel to pure — part of it is spent. Only carrying and storing are free.
'''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.


'''Law III — Affinity.''' An element only answers someone with an affinity for it. Affinity grows only by spending that element (casting or exertion), never by holding, hoarding, or buying it. The higher the affinity, the less each cast loses to Attrition.
'''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.


== Key terms ==
== Key terms ==


* '''Shaping''' — moving pneuma between pure and elemental, either direction. Always costs (Law II).
* '''Shaping''': converting pneuma between pure and elemental, either direction. Always costs (Law II).
* '''Affinity''' how strongly a living thing is aligned to one element. Tracked per element, per practitioner. Sets casting cost and power. Grows only by spending that element (Law III).
** '''Absorption''': the act of siphoning energy from physical elemental pneuma present in consumables or in the world, to fill one's pneuma reserves.
* '''Mastery''' a single spell's accumulated experience. Affinity for an element is the sum of mastery across its spells.
** '''Condensation''': the act of transferring one's pneuma reserves into physical elemental pneuma for later consumption.
* '''Carrying / storing''' — holding or moving pneuma without changing its form. Free.
* '''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.
== Synergy and dissonance ==
 
The ally and enemy relations reach beyond the substance reactions above.
 
'''Synergy''' (allied elements, sharing a quality) — two faces:
* '''Substance (hybrids).''' An allied pair combines around its shared quality (see Reactions).
* '''Progression.''' Deepening an element eases and strengthens its two allies — building one element makes its neighbors come easier.
 
'''Dissonance''' (diagonal enemies, sharing nothing) — one relationship, three faces:
* '''Crafting (annihilation).''' Two opposed typed items pressed together at an alchemist's bench cancel to pure, always less than went in. Needs no affinity — the reaction is between the items, not the crafter. One of the few sources of pure.
* '''Combat (counters).''' Each element answers its opposite: water quenches fire, earth grounds air. Countering is an action, not a damage multiplier. See [[Combat]].
* '''Progression (suppression).''' Deepening an element suppresses its opposite — weaker to wield and slower to raise. A rising cost, not a wall: both halves of a pair can be mastered, but it is a long road.
 
Pure sits outside the square: no allies, no opposite. It neither synergizes nor suppresses, and feels only the general drag on total affinity (see Progression).
 
Learn one diagonal and you have learned the enemy side everywhere: fire ↔ water, air ↔ earth.


== Where pneuma comes from ==
== Sources ==


* '''Elemental sites.''' Springs, vents, groves, currents. Abundance shifts by degree, not by border — everywhere holds a little of everything, and a site only tilts the local mix.
* '''Elemental sites.''' Throughout the world, wherever elements are present - a river, a burning fire, a rocky mountain.
* '''Creatures.''' Everything alive gives up its pneuma when slain. An elemental creature yields its element; a common beast yields pure.
* '''Creatures.''' Everything alive gives up its pneuma when slain. An elemental creature yields its element; a common beast yields pure.
* '''The self.''' Every body slowly regenerates pure pneuma (Law I). Exercise or meditation speeds this, but far slower than gathering from the world or market.
* '''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 ==
== The pool ==


Your reserve is a single, unbounded pool of '''pure''' pneuma.
Each living creature has an unbounded reserve of '''pure''' pneuma.
 
* No per-element compartments — the pool holds only pure.
* No capacity to raise, and it never fills. Progression makes pneuma go '''further''', not the pool bigger.
* Spending drains it; gathering refills it.
 
Affinity governs how efficiently pneuma crosses your body's boundary:


* '''Absorbing.''' Drawing typed pneuma from the world into your pool renders it to pure. Your affinity for that element sets how much pure you get — a fire adept drains a vent that leaves a novice a trickle.
* Filling: absorbing elements from the world, pneuma from other creatures, or by consuming physical pneuma.
* '''Condensing.''' Pneuma stored outside a body — typed pneuma in crystals or vials, or pure refined by annihilation — sits inert and trades freely. This is the only form pneuma keeps outside a living thing.
* Draining: casting spells, using abilities, condensing pneuma into physical form.


== Casting ==
== Casting ==


A spell spends pure pneuma, shaped into its element as it leaves you (Law III).
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 caster draws from the same pure pool.
* Affinity for the element sets the price. Mastered: cheap and strong. Neglected: still fires, but costs far more and hits far weaker.
* Casting and absorbing use the same affinity (crossing the boundary either way) and grow together — but only casting builds affinity (see Progression).
 
== Progression ==
 
Progression is bound to what you spend, not to time.
 
'''Core rule:''' pneuma channeled through a cast becomes that spell's mastery. Affinity for an element is the sum of mastery across its spells.


Consequences:
== Abilities ==


* '''Spending is advancement.''' Only pneuma spent through a cast or exertion builds affinity. Pneuma merely absorbed does nothing on its own; hoarding gains nothing.
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.
* '''Alignment emerges from play.''' Affinity follows what you actually cast — never chosen outright.
* '''Specialization is the path of least resistance.''' Affinity comes fast at first and slows as it grows. Deepening an element eases its allies (synergy) and suppresses its opposite (dissonance), so committing to an element and its neighbors is the easy road; a gentle drag on all gains as total affinity rises makes straddling an opposed pair — or mastering everything — a long grind, not a barred door.
* '''Affinity can't be bought.''' Wealth carries you past the gathering, never past the casting. Cast times and cooldowns ultimately pace growth.
* '''Idle practice counts.''' A cast need not hit anything to leave its residue; its pneuma cost keeps practice from ever being free.


'''What affinity grants:''' spells in that element are stronger and cheaper, plus passive benefits. It does not unlock new spells — those are learned from masters, drops, and quests, then deepened by use.
== Affinity ==


'''Mastering all four elements''' is the game's long aspiration — not a normal endgame state but a lifetime achievement. Dissonance is what gives it weight: a master has fought the suppression headwind the whole way and ends with no weak element and no bad matchup. See [[Combat]] for what that means in a fight.
Casting a spell grants affinity to its user corresponding to the type of pneuma needed, pure or elemental.


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


A non-caster is the same system, inverted. A warrior works in pure pneuma alone — regenerated by their own breath and released from everything they slay — and invests it through physical exertion into weapon mastery. That gathers into '''pure affinity''' by the same ledger (a cast and an exertion count alike, Law III), with only the direction of flow reversed.
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'''.


== Trade ==
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.


* '''Typed pneuma''' (sites, drops, crystals) is the market's main good — freely gathered and traded, the raw stock for both absorbing and annihilation.
== Physical form ==
* '''Pure pneuma''' comes from three places: slain elementless creatures, a body's own regeneration, and annihilation of an opposed typed pair. No site yields pure from the ground. Pure trades freely — the market sells fuel; the affinity to spend it well is not for sale.


== Open questions ==
Physical pneuma comes in two forms:


* '''Concrete numbers.''' Absorption and casting efficiency at each affinity level, regeneration rate, annihilation loss, condensation costs, synergy and suppression strength, and the total-affinity drag curve. These curves are the master dial: they set how far the game leans toward specialization versus mastery of all, and how strongly allies reinforce and opposites suppress one another.
* '''Typed pneuma''': dropped by elemental creatures, siphoned from elemental sources, or condensed by spellcasters. This is the primary market good that gets traded.
* '''Hybrids in play.''' Are hybrid spells a distinct track, or gated by both parent affinities? (Proposed: gated by the weaker parent, learned as spells like any other.)
* '''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.
* '''Imbued gear.''' Should non-casters reach elemental effects through weapons and armor? Proposed, deferred until the base system settles.
* '''A death/corrupting force.''' Largely rejected as a new substance — death framed instead as annihilation that leaves no pure residue at all, and undead as bodies whose Law I self-generation has failed. Deferred.
* '''Ambient dynamics.''' Should weather and time shift local pneuma abundance (storms surging air)?

Latest revision as of 09:05, 20 July 2026

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.

Forms

Pneuma has one pure form and four elemental forms.

  • Pure — plain life-force, no element. Life-magic and all physical power run on pure.
  • Elemental — pure pneuma bound to one of the four elements: fire, air, water, or earth.
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.

Each elemental form also has:

  • Allies — two elements that share a quality (adjacent on the square). Every element has two allies.
  • Enemies — the two elements that share no quality (diagonal). Every element has exactly one enemy.

Reactions

When two elements are combined, a reaction occurs. What reaction occurs depends on the relationship between the two elements.

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:

Allies Shared quality Hybrid
Fire + Air Hot Lightning
Fire + Earth Dry Magma
Water + Air Wet Mist, ice
Water + Earth Cold Mud

The Three Laws

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

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.

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.

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.

Key terms

  • Shaping: converting pneuma between pure and elemental, either direction. Always costs (Law II).
    • 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

  • Elemental sites. Throughout the world, wherever elements are present - a river, a burning fire, a rocky mountain.
  • 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

Each living creature has an unbounded reserve of pure pneuma.

  • Filling: absorbing elements from the world, pneuma from other creatures, or by consuming physical pneuma.
  • Draining: casting spells, using abilities, condensing pneuma into physical form.

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.

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.

Affinity

Casting a spell grants affinity to its user corresponding to the type of pneuma needed, pure or elemental.

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

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.

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.

Physical form

Physical pneuma comes in two forms:

  • Typed pneuma: dropped by elemental creatures, siphoned from elemental sources, or condensed by spellcasters. This is the primary market good that gets traded.
  • 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.