Pneuma: Difference between revisions
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... |
Sweep agentive and possessive phrasings ("the elements belong to", "what Attrition takes", "sheds", "gives up", "bears on") into plain statements (via update-page on MediaWiki MCP Server) |
||
| Line 3: | Line 3: | ||
== Form == | == Form == | ||
Pneuma has one form, '''pure'''. | 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. | ||
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]]). | 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]]). | ||
| Line 11: | Line 11: | ||
== 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. | '''Law I — Vitality.''' Pneuma circulating through a '''vessel''' — soma arranged to carry it — is alive. Pneuma bound in soma is not. The structure of a creature's vessel determines what the creature can do. 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 II — Attrition.''' Every shaping (see [[#Key terms|Key terms]]) loses part of the pneuma moved. Carrying and storing bound pneuma loses nothing. | '''Law II — Attrition.''' Every shaping (see [[#Key terms|Key terms]]) loses part of the pneuma moved. Carrying and storing bound pneuma loses nothing. | ||
| Line 30: | Line 30: | ||
== Sources == | == Sources == | ||
* '''Elemental sites.''' Wherever an element is concentrated — a river, a fire, a mountain — pneuma is bound in the soma there. | * '''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 | * '''Creatures.''' A slain creature releases 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 creature below baseline refills from the land (see [[#The pool|The pool]]). | * '''The self.''' A creature below baseline refills from the land (see [[#The pool|The pool]]). | ||
| Line 39: | Line 39: | ||
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. | 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. | ||
The pneuma lost to a shaping 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. | '''Reclaiming''' converts dull pneuma back into the usable pool. [[Celaborans]] reclaim. Whether anything else can is open. | ||
| Line 47: | Line 47: | ||
Each creature holds a reserve of pure pneuma with no upper limit. | Each creature holds a reserve of pure pneuma with no upper limit. | ||
The '''baseline''' is the amount of pneuma the creature's vessel | 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. 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: absorption from elemental sites, slain creatures or phials. | ||
| Line 58: | Line 58: | ||
=== Surplus and condensation === | === Surplus and condensation === | ||
Condensation | Condensation uses surplus only. A vessel cannot condense its own baseline. Spending below baseline is allowed. | ||
=== Death === | === Death === | ||
| Line 64: | Line 64: | ||
Death is the vessel breaking (see [[Soma#Death|Soma]]). A creature at zero pneuma is exhausted, not dead. | Death is the vessel breaking (see [[Soma#Death|Soma]]). A creature at zero pneuma is exhausted, not dead. | ||
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 == | == Casting == | ||
Every working spends pneuma. | Every working spends pneuma. An elemental spell spends soma as well: | ||
* A '''pure''' spell (Blink, for example) spends pneuma with no shaping. Its cost is set by pure affinity. | * A '''pure''' spell (Blink, for example) spends pneuma with no shaping. Its cost is set by pure affinity. | ||
| Line 85: | Line 85: | ||
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). | 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 == | == Physical form == | ||
| Line 93: | Line 93: | ||
== Open questions == | == 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. | * Whether affinity also lowers the soma cost of an elemental working. | ||
* The victor's share of a slain creature's surplus. | * The victor's share of a slain creature's surplus. | ||
Revision as of 02:50, 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 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. The structure of a creature's vessel determines what the creature can do. 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. 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, and a creature on void land does not regenerate.
The pneuma lost to a shaping 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 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. 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 uses 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.
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 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).
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