Pneuma: Difference between revisions
Pass over the page under the soma dual: pneuma has one form and is always held; elements, the square, reactions and hybrids move to Soma; typed pneuma goes, phials are the only physical pneuma; casting is pneuma to activate and soma for the body; Attrition on every move between vessel and soma; Affinity section rewritten as progression rules; open question on affinity and soma cost (2026-09-06 session, Tyler + Bembi) (via update-page on MediaWiki MCP Server) |
Prose pass to plain technical English: one vocabulary (shaping/binding/absorption/condensation, creature/working) fixed in Key terms; epigrams, personified laws and rationale-as-rules removed; each rule stated once. Rule fixes from the 2026-09-06 session: Land section defines the usable pool and dull pneuma; affinity is the sum of mastery, square effects moved to Open questions; trace-lodges sentence struck; Death states victor share, respawn to baseline, phials kept; only spent pneuma grows... |
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'''Pneuma''' is the world's life-force | '''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. | ||
== Form == | == Form == | ||
Pneuma has one form | Pneuma has one form, '''pure'''. The elements belong to [[Soma|soma]]. Pneuma bound in fire soma is the same pneuma as pneuma bound in anything else. | ||
Pneuma is always | 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 with nothing to hold it goes dull where it is (see [[#Land|Land]]). | ||
A '''phial''' is soma made to hold bound pneuma. It is the only physical form of pneuma (see [[#Physical form|Physical form]]). | |||
== The Three Laws == | == The Three Laws == | ||
'''Law I — Vitality.''' Pneuma circulating through a '''vessel''' — soma arranged to carry it — is alive. Pneuma bound in soma is not. What a creature can do is decided by the structure of its vessel. More pneuma raises a creature's power; it does not change what the creature can do. A vessel with no pneuma in it is exhausted, not dead (see [[#Death|Death]]). | |||
'''Law | '''Law II — Attrition.''' Every shaping (see [[#Key terms|Key terms]]) loses part of the pneuma moved. Carrying and storing bound pneuma loses nothing. | ||
'''Law III — Affinity.''' Affinity for a soma lowers the Attrition loss of shaping through it. Affinity grows by spending pneuma through that soma. | |||
'''Law | |||
== Key terms == | == Key terms == | ||
* '''Shaping''': | * '''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. | ||
* '''Mastery''': | ** '''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). | |||
== Sources == | == Sources == | ||
* '''Elemental sites.''' | * '''Elemental sites.''' Wherever an element is concentrated — a river, a fire, a mountain — pneuma is bound in the soma there. Absorbing takes the pneuma and leaves the soma. What a site yields as soma is on the [[Soma#Sources|Soma page]]. | ||
* '''Creatures.''' | * '''Creatures.''' A slain creature gives up its pneuma (see [[#Death|Death]]). | ||
* '''Phials.''' Pneuma condensed into a phial can be absorbed back out of it. | * '''Phials.''' Pneuma condensed into a phial can be absorbed back out of it. | ||
* '''The self.''' A | * '''The self.''' A creature below baseline refills from the land (see [[#The pool|The pool]]). | ||
=== Land === | |||
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, and a creature on void land does not regenerate. | |||
What Attrition takes | What Attrition takes is not destroyed. It goes '''dull''' — still present, not usable — and settles into the land where it was spent. Dull pneuma is separate from the usable pool. Pneuma released with nothing to hold it — a creature slain with no victor, a [[Soma#Alchemy|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 == | == The pool == | ||
Each | Each creature holds a reserve of pure pneuma with no upper limit. | ||
The '''baseline''' is the amount of pneuma the creature's vessel keeps in circulation (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. At or above baseline there is no regeneration. 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. | |||
* Filling: | |||
* Draining: casting spells, using abilities, condensing into phials. | * Draining: casting spells, using abilities, condensing into phials. | ||
=== The vessel grows === | === The vessel grows === | ||
Baseline is a function of lifetime pneuma spent. The function is sublinear; the exact curve is open. Baseline never decreases. | |||
=== Surplus and condensation === | === Surplus and condensation === | ||
Condensation draws on surplus only | Condensation draws on surplus only. A vessel cannot condense its own baseline. Spending below baseline is allowed. | ||
=== Death === | === Death === | ||
Death is the vessel breaking (see [[Soma#Death|Soma]]) | Death is the vessel breaking (see [[Soma#Death|Soma]]). A creature at zero pneuma is exhausted, not dead. | ||
A slain creature sheds its surplus. 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 == | == Casting == | ||
Every working spends pneuma | Every working spends pneuma. What else it spends is decided by what it is made of: | ||
* A '''pure''' spell | * A '''pure''' spell (Blink, for example) spends pneuma with no shaping. Its cost is set by pure affinity. | ||
* An '''elemental''' spell has a body of soma | * 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 == | ||
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 it consumes no soma. | |||
Every | 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 == | ||
Affinity is tracked per soma, with pure as one more, and | 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). | ||
How the [[Soma#Elements|elemental square]] bears 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 == | == 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 == | ||
* Whether affinity also | * How the elemental square bears 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. | |||
Revision as of 02:46, 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. The elements belong to 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 with nothing to hold it 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 not. What a creature can do is decided by the structure of its vessel. More pneuma raises a creature's power; it does not change what the creature can do. A vessel with no pneuma in it is exhausted, not dead (see Death).
Law II — Attrition. Every shaping (see Key terms) loses part of the pneuma moved. Carrying and storing bound pneuma loses nothing.
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. Absorbing takes the pneuma and leaves the soma. What a site yields as soma is on the Soma page.
- Creatures. A slain creature gives up 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, and a creature on void land does not regenerate.
What Attrition takes is not destroyed. It goes dull — still present, not usable — and settles into the land where it was spent. Dull pneuma is separate from the usable pool. Pneuma released with nothing to hold it — 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 a reserve of pure pneuma with no upper limit.
The baseline is the amount of pneuma the creature's vessel keeps in circulation (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. At or above baseline there is no regeneration. 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 never decreases.
Surplus and condensation
Condensation draws on surplus only. A vessel cannot condense its own baseline. Spending below baseline is allowed.
Death
Death is the vessel breaking (see Soma). A creature at zero pneuma is exhausted, not dead.
A slain creature sheds its surplus. 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. What else it spends is decided by what it is made of:
- A pure spell (Blink, for example) spends pneuma with no shaping. 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 it consumes no soma.
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).
How the elemental square bears 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
- How the elemental square bears 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