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Fold in the second design round: Aristotelian square, neighbor combination, annihilation refinement, world-not-soul opposition, absorb/condense model, reserve deepening (via update-page on MediaWiki MCP Server)
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)
 
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'''Pneuma''' is the animating spirit of the world — breath, life-force, and the fuel of all magic. Everything alive contains it; to be alive ''is'' to carry pneuma. It is both a collectible resource and the foundation 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 exists in one '''pure''' form and four '''elemental''' flavors it takes on when steeped in the world:
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.


# Water
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]]).
# Fire
# Earth
# Air


Pure pneuma is the unflavored animating spirit itself. Life is not a fifth element: healing, growth, and other "life magic" is pure pneuma work, since mending a living thing means handling unflavored spirit directly. Earth is cleanly stone, soil, and mountain.
A '''phial''' is soma made to hold bound pneuma. It is the only physical form of pneuma (see [[#Physical form|Physical form]]).


=== The elemental square ===
== The Three Laws ==


The elements follow the classical (Aristotelian) square of qualities: fire is hot+dry, air is hot+wet, water is cold+wet, earth is cold+dry. '''Opposites share no quality''' — fire↔water, air↔earth. '''Neighbors share exactly one''', and only neighbors can combine:
'''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]]).


* Fire + Air (heat) → '''lightning''' / storm-fire
'''Law II — Attrition.''' Every shaping (see [[#Key terms|Key terms]]) loses part of the pneuma moved. Carrying and storing bound pneuma are free.
* Fire + Earth (dryness) → '''magma''' / forge-heat
* Water + Air (wetness) → '''mist / ice''' / tempest
* Water + Earth (cold) → '''mire / clay''' / the deep places


Hybrids stay ''physical''. Water+earth is mud and clay, never "growth" — verdant life magic belongs to pure pneuma, not to an element pair.
'''Law III — Affinity.''' Affinity for a soma lowers the Attrition loss of shaping through it. Affinity grows by spending pneuma through that soma.


A hybrid spell consumes pneuma of both parent elements, and its mastery feeds both attunements. Hybrid casters are naturally neighbor-pair specialists (the storm-caller and the frost-caller share nothing), with no extra machinery.
== Key terms ==


=== Opposition ===
* '''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|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).


Opposition lives '''in the world, never in the soul''':
== Sources ==


* '''Annihilation.''' Opposed pneuma forced together cancels its flavors, leaving pure pneuma at a loss. This ''is'' the refinement chain: pure is distilled by burning fire against water or air against earth.
* '''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]].
* '''Interactional counters.''' Counters are verbs, not percentages: water quenches burning effects and extinguishes fire walls; each element counters exactly one and is countered by exactly one. No flat damage multipliers.
* '''Creatures.''' A slain creature releases its pneuma (see [[#Death|Death]]).
* '''No attunement opposition.''' Deepening one element never impedes its opposite. Mastery of all four is honestly achievable — the ledger already prices it (four elements' worth of pneuma channeled through four repertoires); no wall is needed.
* '''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]]).


== Where pneuma comes from ==
=== Land ===


* '''Elemental sites and nodes.''' Typed pneuma is drawn in at places where an element runs strong — springs, vents, groves, currents. Abundance is a ''gradient'', not a zone: everywhere has some of everything, and sites shift the local mix. A mountain riverbank yields both water and earth. There is no "fire area."
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.
* '''Creatures.''' Everything alive carries pneuma and releases it when slain. A fire spirit yields fire pneuma — it was life-stuff steeped in flame. An ordinary animal yields a trickle of pure. Drops are not arbitrary currency; you are releasing what animated the creature.
* '''The self.''' Every character slowly regenerates pure pneuma — their own breath.


== Carrying pneuma: pools and condensation ==
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.


Pneuma's natural home is a living body. Its physical form exists to move it between bodies and vaults:
'''Reclaiming''' converts dull pneuma back into the usable pool. [[Celaborans]] reclaim. Whether anything else can is open.


* '''Internal pools.''' Absorbed pneuma sits in bounded per-element pools (plus pure). Casting draws from these pools directly — a mage at a fire vent draws breath; there is no ammunition management in the moment of casting.
== The pool ==
* '''Condensation.''' Because the pools are bounded, the craft of condensing pneuma into physical form — crystals, vials — exists to get it ''out'' of bodies and into banks and marketplaces. Condensed pneuma is inert until drawn back in. Storage, stockpiling, and all trade happen in condensed form.
* '''Deepening the breath.''' Pure pneuma can be worked ''inward'' to permanently expand one's internal capacity — consumed gradually through deliberate practice (the ledger rule applies: capacity grows from pure ''channeled'', never pure merely held). This is the shared long-term track for every archetype, and capacity matters for every element's pool, not just pure.


So typed pneuma is ''spent outward'' (spells, attunement) and pure is ''turned inward'' (capacity, healing, the self).
Each creature holds an unbounded reserve of pure pneuma.


== Casting and transmutation ==
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.


Casting an elemental spell consumes pneuma of that element from the caster's pool. There are two ways to keep the pool supplied:
* Filling: absorption from elemental sites, slain creatures or phials.
* Draining: casting spells, using abilities, condensing into phials.


* '''Absorb typed pneuma''' — at sites, from kills, or from condensed crystals. Anyone can do this, attuned or not. Harvested pneuma is always the efficient fuel.
=== The vessel grows ===
* '''Transmute from pure.''' A caster attuned to an element can convert their own pure pneuma into that element on the fly. Transmutation is gated on attunement (the unattuned cannot do it at all) and is ''always lossy'' — deepening attunement makes it less wasteful, never free. It is an emergency reserve, not self-sufficiency; the deepest fire adept still tops up at the vent before a real fight.


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


Progression is resource-bound, not time-bound. The rule:
=== Surplus and condensation ===


<blockquote>Pneuma channeled through a cast becomes that spell's experience. A spell's accumulated experience is its '''mastery'''. Your attunement to an element is the sum of mastery across that element's spells.</blockquote>
Condensation uses surplus only. Spending below baseline is allowed.


Consequences, all deliberate:
=== Death ===


* '''Spending is progressing.''' There is no tension between using pneuma and growing; hoarding is never correct.
Death is the vessel breaking (see [[Soma#Death|Soma]]). A creature at zero pneuma is exhausted.
* '''However you play is how you align.''' Attunement is derived from what you actually cast, not chosen from a menu.
* '''Attunement cannot be bought.''' Pneuma held grants nothing; only pneuma channeled counts. A rich buyer skips the gathering half, never the casting half — two gates, one for sale. Cast throughput (cast times, cooldowns) is therefore the progression pacing lever.
* '''Practice casting counts.''' A cast need not accomplish anything to leave residue — channeling fire into the air is legitimate practice. The pneuma cost makes it self-limiting.
* '''Grinding a cheap spell is self-limiting''' by construction: it burns real gathered resources slowly.


'''What attunement does:''' it makes your spells in that element stronger and cheaper, and grants passive effects. It does not unlock spells — individual spells are learned from masters, spellbook drops, and quest rewards, then deepened by use.
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.


=== The warrior ===
== Casting ==


The non-caster is not outside the system; they are its internal practitioner. Elementalists channel external, typed pneuma drawn from the world; a warrior cultivates the pure pneuma of their own body through exertion. Physical effort invests pure pneuma into weapon mastery, which sums into '''pure attunement''' — the same ledger, the opposite direction of flow. The warrior also deepens their breath like anyone else, on pure won by their own effort.
Every working spends pneuma. An elemental spell spends soma as well:


== Trade ==
* 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).


* '''Condensed typed pneuma is the market good''' — freely tradeable fuel. Trade sells fuel, never power: the same handful of fire pneuma does more in deeper-attuned hands, so the caster is the catalyst, not the consumable.
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.
* '''Pure pneuma is not node-harvestable and not freely traded.''' It is ''made'' — refined by annihilation of opposed pairs (always lossy), or generated by one's own effort. Whether annihilation-refined pure may be sold (as fuel-grade, distinct from self-cultivated) is still open.
 
== 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|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]]).
 
== 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#Sources|Soma]]).


== Open questions ==
== Open questions ==


* What does deep '''pure attunement''' concretely grant the warrior? The cosmology is settled; the payoff is not.
* The effect of the elemental square on affinity: whether and how synergy and dissonance affect affinity growth or shaping cost.
* May annihilation-refined pure be traded, or is all pure bind-on-refine?
* Whether affinity also lowers the soma cost of an elemental working.
* Ambient dynamics: should weather and time shift local pneuma abundance (storms surging air)?
* The victor's share of a slain creature's surplus.
* Concrete numbers everywhere: pool capacities, transmutation/annihilation loss rates, condensation costs.
* 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

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