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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. 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 ==


Pneuma exists in one '''pure''' form and four '''elemental''' flavors it takes on when steeped in the world:
Pneuma has one '''pure''' form and four '''elemental''' forms.


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


=== The elemental square ===
Each elemental form also has:


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:
* '''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.


* Fire + Air (heat) → '''lightning''' / storm-fire
== Reactions ==
* 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.
When two elements are combined, a reaction occurs. What reaction occurs depends on the relationship between the two elements.


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.
{| class="wikitable"
! 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)
|}


=== Opposition ===
'''Hybrids''' are created when two allied elements are combined. The type of combination depends on the shared quality of both elements:


Opposition lives '''in the world, never in the soul''':
{| class="wikitable"
! Allies !! Shared quality !! Hybrid
|-
| Fire + Air || Hot || Lightning
|-
| Fire + Earth || Dry || Magma
|-
| Water + Air || Wet || Mist, ice
|-
| Water + Earth || Cold || Mud
|}


* '''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.
== The Three Laws ==
* '''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.
* '''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.


== Where pneuma comes from ==
There are three simple laws which describe the rules of how pneuma works.


* '''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."
'''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.
* '''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 ==
'''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.


Pneuma's natural home is a living body. Its physical form exists to move it between bodies and vaults:
'''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.


* '''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.
== Key terms ==
* '''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).
* '''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.


== Casting and transmutation ==
== Sources ==


Casting an elemental spell consumes pneuma of that element from the caster's pool. There are two ways to keep the pool supplied:
* '''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.


* '''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 pool ==
* '''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 ==
Each living creature has an unbounded reserve of '''pure''' pneuma.


Progression is resource-bound, not time-bound. The rule:
* 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.


<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>
== Casting ==


Consequences, all deliberate:
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.


* '''Spending is progressing.''' There is no tension between using pneuma and growing; hoarding is never correct.
== Abilities ==
* '''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.
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.


=== The warrior ===
== Affinity ==


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


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


* '''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.
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'''.
* '''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.


== Open questions ==
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.


* What does deep '''pure attunement''' concretely grant the warrior? The cosmology is settled; the payoff is not.
== Physical form ==
* May annihilation-refined pure be traded, or is all pure bind-on-refine?
 
* Ambient dynamics: should weather and time shift local pneuma abundance (storms surging air)?
Physical pneuma comes in two forms:
* Concrete numbers everywhere: pool capacities, transmutation/annihilation loss rates, condensation costs.
 
* '''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.

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.