Pneuma: Difference between revisions

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Cleanup: move elemental-square image into the definitions block and condense the elements to one line + image; fold in hybrids table; delete now-duplicate Forms and elemental-square sections (drop ASCII diagram) and the three redundant per-law essays; promote Opposition to a top-level section (via update-page on MediaWiki MCP Server)
Rewrite in rules-manual register; unify the diagonal (annihilation/counter/suppression); adopt counter=diagonal; add mastery-of-all aspiration; split combat detail to new Combat page (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. 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, and how it's handled ==
== Forms ==


Pneuma comes in one '''pure''' form and four '''elemental''' ones. Pure pneuma is the plain breath of life and carries no element. Elemental pneuma is pure pneuma that has taken on one element. Life-magic works on pure pneuma directly.
Pneuma has one '''pure''' form and four '''elemental''' forms.


'''The four elements'''
* '''Pure''' — plain life-force, no element. Life-magic and all martial (warrior) power run on pure.
* '''Elemental''' — pure pneuma bound to one of the four elements.


[[File:Aristotle's Elemental Square.gif|thumb|The four elements arranged by quality. Each edge names the quality its two elements share; the pair across a diagonal shares none.]]
Each element is a pair of qualities, one temperature and one moisture:


Each element is a pair of qualities, a temperature (hot or cold) and a moisture (wet or dry): fire hot and dry, air hot and wet, water cold and wet, earth cold and dry. Two elements that share a quality (adjacent on the square) are allies; the two that share none (across a diagonal) are enemies. Every element has two allies and one enemy.
{| class="wikitable"
! Element !! Temperature !! Moisture
|-
| Fire || Hot || Dry
|-
| Air || Hot || Wet
|-
| Water || Cold || Wet
|-
| Earth || Cold || Dry
|}
 
[[File:Aristotle's Elemental Square.gif|thumb|The four elements by quality. Adjacent elements share a quality (allies); diagonal elements share none (enemies).]]
 
* '''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.


'''When two elements meet'''
== Reactions ==


{| class="wikitable"
{| class="wikitable"
! Relation !! Reaction !! Result
! Elements meeting !! Relation !! Reaction !! Result
|-
|-
| Allies (share a quality) || Synergy || Combine into a hybrid
| Share a quality || Allies || '''Synergy''' || Combine into a hybrid
|-
|-
| Enemies (share none) || Dissonance || Cancel into pure, less than went in
| Share none || Enemies || '''Dissonance''' || Cancel into pure (less than went in)
|}
|}


'''Hybrids'''
'''Hybrids''' — an allied pair combines around the quality they share:


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


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


'''Terms'''
'''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.


* '''Shaping''' moves pneuma between pure and elemental: give pure breath an element, or unmake an element back into pure.
'''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.
* '''Affinity''' is how strongly a living thing is aligned to one element, measured separately for each. It belongs to the breather, not the element.
* '''Carrying and storing''' moves or holds pneuma without shaping it, keeping its form. This handling alone comes free.


== The Three Laws of Pneuma ==
'''Law III — Affinity.''' An element only answers someone attuned to it. Attunement grows only by spending that element (casting or exertion), never by holding, hoarding, or buying it. The higher the attunement, the less each cast loses to Attrition.


Every breath-worker learns these three before anything else.
== Key terms ==


<blockquote>
* '''Shaping''' — moving pneuma between pure and elemental, either direction. Always costs (Law II).
'''I. Vitality.''' Pneuma is life. Anything holding pneuma is alive, and anything alive holds pneuma. Put pneuma into something lifeless and it wakes; take its pneuma away and it goes still. To breathe is to live, to live is to breathe.
* '''Attunement''' — 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).
* '''Mastery''' — a single spell's accumulated experience. Attunement to an element is the sum of mastery across its spells.
* '''Carrying / storing''' — holding or moving pneuma without changing its form. Free.


'''II. Attrition.''' Shaping always costs. Whenever pneuma crosses between pure and elemental, or two enemies cancel into pure, part of it is spent in the crossing. Only carrying and storing come free.
== Opposition ==


'''III. Affinity.''' An element only answers someone who breathes it. Your affinity to an element grows by shaping that element and no other way, never by holding, hoarding, or buying it. The higher it climbs, the less each shaping loses, always just short of a clean crossing. Growth means spending; no coin buys mastery.
An element and its diagonal enemy oppose each other in three ways at once:
</blockquote>


== Opposition ==
* '''Annihilation (crafting).''' Two opposed typed items pressed together at an alchemist's bench cancel to pure, always less than went in. Needs no attunement — the reaction is between the items, not the crafter. One of the few sources of pure.
* '''Counters (combat).''' Each element answers its diagonal opposite and is answered by it: water quenches fire, earth grounds air. Countering is an action, not a damage multiplier. See [[Combat]].
* '''Attunement suppression (progression).''' Deepening one element makes its diagonal opposite weaker and slower to raise. A rising cost, not a wall — both halves of a pair can be mastered, but it is a long road.


Opposition plays out most plainly in the world, yet it is felt within the practitioner as well:
Pure has no diagonal. It neither suppresses nor is suppressed, and feels only the general drag on total attunement (see Progression).


* '''Annihilation.''' Opposed pneuma forced together cancels both elements and leaves pure pneuma behind, always less than went in. This is a craft rather than a spell: anyone may press two opposed typed items together at an alchemist's bench, with no attunement at all, since a practitioner's mastery governs only the pneuma they themselves draw in and shape out, and has no bearing on a reaction between two inert items. Annihilation is one way pure pneuma reaches the market, since no elemental site yields it directly; it stands alongside the pure harvested from slain creatures and the pure a body generates of its own accord.
Learn the diagonal and you have learned all three: fire water, air earth.
* '''Counters.''' Counters take the form of actions rather than modifiers. Water quenches burning and douses walls of fire; each element counters exactly one other and is in turn countered by one other, and none of it reduces to a flat damage multiplier.
* '''Opposition of attunement.''' Deepening one element suppresses its opposite within the same practitioner — the deeper one's fire, the weaker and slower-won their water, and likewise air against earth — while neighbors carry no such penalty. This is a rising cost, not a wall: every element stays masterable, and even both halves of an opposed pair can be won with enough effort. Alongside it, a gentler drag on all further gains as one's total attunement grows makes mastering everything a long road rather than an impossible one. Pure stands outside the square and has no opposite, so it neither suffers this opposition nor imposes it, feeling only the drag of the total.


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


* '''Elemental sites and nodes.''' Typed pneuma is drawn in wherever an element runs strong — at springs, vents, groves, and currents. Its abundance shifts by degree rather than by boundary: every place holds a little of everything, and a site only tilts the local mix. A mountain riverbank yields both water and earth, and nowhere is wholly a land of one element.
* '''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.
* '''Creatures.''' Everything alive carries pneuma and gives it up when slain. A creature steeped in an element yields that element — a fire spirit gives up fire pneuma — while a common beast, bound to no element, yields pure. What a creature releases is simply what animated it, set loose. The pure drawn from ordinary living things is the surest source of pure pneuma the world offers, and the warrior's counterpart to the elementalist's vents and springs.
* '''Creatures.''' Everything alive gives up its pneuma when slain. An elemental creature yields its element; a common beast yields pure.
* '''The self.''' Every living body slowly regenerates pure pneuma of its own accord — its own breath (Law 1). Deliberate practice such as exercise or meditation quickens this beyond idle regeneration, though it stays far slower than drawing on the world or the market.
* '''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.


== Carrying pneuma: the pool ==
== The pool ==


A practitioner's own reserve is a single unbounded pool of pure pneuma (Law 2). It keeps no separate store for each element, has no capacity to raise, and never runs full. The pool's size never varies; an element governs only how readily pneuma crosses the body's boundary, inward or outward:
Your reserve is a single, unbounded pool of '''pure''' pneuma.


* '''Absorbing.''' Drawing typed pneuma out of the world — from a crystal, a vent, or a fresh kill — into one's own pool renders it down to pure. How much pure results from a given measure of typed pneuma depends on one's mastery of that element: a fire adept draws deep from a vent that leaves a novice with barely a trickle.
* No per-element compartments — the pool holds only pure.
* '''Condensing.''' Pneuma can also pass between bodies and vaults without ever entering a person. Typed pneuma condensed into crystals or vials — or pure pneuma refined by annihilation — sits inert, and can be stored and traded freely. This is the only form pneuma keeps while outside a living thing.
* No capacity to raise, and it never fills. Progression makes pneuma go '''further''', not the pool bigger.
* Spending drains it; gathering refills it.


Because absorption is where pneuma turns from labor into currency, every practitioner feels their mastery here before anywhere else: a well-attuned fire warrior fills their pool at a vent far faster than an unattuned one, before either has spent a single drop.
Attunement governs how efficiently pneuma crosses your body's boundary:
 
* '''Absorbing.''' Drawing typed pneuma from the world into your pool renders it to pure. Your attunement to that element sets how much pure you get — a fire adept drains a vent that leaves a novice a trickle.
* '''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.


== Casting ==
== Casting ==


Casting a spell spends pure pneuma, shaped into the spell's element as it leaves the body (Law 3). Every caster works the same way, drawing on the common pool of pure pneuma and paying whatever cost their mastery of that element sets. An unmastered element still answers a caster, though dearly and feebly, while a mastered one answers cheaply and with strength. Casting mirrors absorption — the same mastery governs pneuma crossing the body's boundary in either direction — and the two grow together, since mastery is earned by spending pneuma and never by gathering it (see the ledger, below).
A spell spends pure pneuma, shaped into its element as it leaves you (Law III).
 
* Every caster draws from the same pure pool.
* Attunement to 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 attunement (crossing the boundary either way) and grow together — but only casting builds attunement (see Progression).
 
== Progression ==


== Progression: the ledger ==
Progression is bound to what you spend, not to time.


Progression is bound to resources rather than to time. The governing rule:
'''Core rule:''' pneuma channeled through a cast becomes that spell's mastery. Attunement to an element is the sum of mastery across its spells.


<blockquote>Pneuma channeled through a cast becomes that spell's experience. A spell's accumulated experience is its '''mastery''', and one's attunement to an element is the sum of mastery across that element's spells.</blockquote>
Consequences:


This carries several consequences:
* '''Spending is advancement.''' Only pneuma spent through a cast or exertion builds attunement. Pneuma merely absorbed does nothing on its own; hoarding gains nothing.
* '''Alignment emerges from play.''' Attunement follows what you actually cast — never chosen outright.
* '''Specialization is the path of least resistance.''' Attunement comes fast at first and slows as it grows; deepening one element suppresses its opposite; and total attunement carries a gentle drag on all further gains. Committing to an element and its allies is easy; straddling an opposed pair or mastering everything is a long grind, not a barred door.
* '''Attunement 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.


* '''Spending is advancement.''' Using pneuma and growing in power are one and the same act, so hoarding gains nothing. Pneuma merely absorbed into the pool yields no progress on its own; only pneuma spent through a cast or an exertion builds mastery (Law 3).
'''What attunement 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.
* '''Play shapes alignment.''' A practitioner's attunement follows from what they actually cast, and is never chosen outright.
* '''The system leans toward specialization.''' Alignment comes quickly at first and slows as it accumulates, and deepening one element suppresses its opposite (see Opposition, above). Committing to an element and its neighbors is the path of least resistance, while straddling an opposed pair or mastering everything at once is a long grind rather than a barred door.
* '''Attunement cannot be bought.''' Since only channeled pneuma counts, wealth can carry a caster past the gathering but never past the casting. For this reason the rate at which spells can be cast — their cast times and cooldowns — is what ultimately paces a practitioner's growth.
* '''Idle practice still counts.''' A cast need not achieve anything to leave its residue; channeling fire into empty air is practice enough, and its pneuma cost keeps such practice from ever being free.
* '''Grinding a cheap spell limits itself,''' since even a cheap spell steadily consumes gathered pneuma.


'''What attunement grants:''' it makes a practitioner's spells in that element stronger and cheaper to cast, and confers passive benefits as well. It does not by itself unlock new spells — those are learned from masters, from spellbook drops, and as quest rewards, then deepened through use.
'''Mastery of all elements''' is the game's long aspiration — not a normal endgame state but a lifetime achievement. Opposition 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.


=== The warrior ===
=== The warrior ===


The non-caster stands within the same system as an inward practitioner of it. Where an elementalist channels typed pneuma drawn from elemental sites, a warrior works in pure pneuma alone, replenished by their own breath and by the pure released from all they slay. Physical effort invests that pure pneuma into weapon mastery, which gathers into '''pure attunement''' by the very same ledger — for it counts a cast and an exertion alike (Law 3) with only the direction of flow reversed.
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 attunement''' by the same ledger (a cast and an exertion count alike, Law III), with only the direction of flow reversed.


== Trade ==
== Trade ==


* '''Typed pneuma''' — from sites, drops, and crystals is the chief good of the market: freely gathered and traded, and the raw stock for both absorption and annihilation.
* '''Typed pneuma''' (sites, drops, crystals) is the market's main good freely gathered and traded, the raw stock for both absorbing and annihilation.
* '''Pure pneuma''' comes from three sources: the pure harvested from slain creatures that hold no element, the pure a body generates for itself through regeneration and deliberate exercise, and pure refined from an opposed typed pair by annihilation — a craft anyone may perform, though it always loses a little in the making. No elemental site yields pure, so it never wells from the ground the way typed pneuma does. Pure trades as freely as any other good; what the market sells is fuel, while the power to spend it well belongs to attuned hands alone, where the same handful of pneuma achieves far more.
* '''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 power to spend it well belongs to attuned hands.


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


* What does deep '''pure attunement''' concretely grant the warrior beyond weapon mastery? Likely tied to how elemental imbuing works, which is proposed but not yet designed.
* '''Concrete numbers.''' Absorption and casting efficiency at each attunement level, regeneration rate, annihilation loss, condensation costs, suppression strength, and the total-attunement drag curve. The suppression/efficiency curve is the master dial: it sets how far the game leans toward specialization versus mastery of all.
* Should warriors and other non-casters reach elemental effects through imbued gear (weapons, armor)? Proposed, not yet designed — deliberately deferred until the base pneuma system above is settled.
* '''Hybrids in play.''' Are hybrid spells a distinct track, or gated by both parent attunements? (Proposed: gated by the weaker parent, learned as spells like any other.)
* Is there a "death" or corrupting force opposed to pneuma? Largely rejected as a new substance in favor of death being a violation of Law 3's annihilation (destruction with no pure residue) and undead being beings whose Law 1 self-generation has failed — but this is explicitly deferred until the base system above is fully settled.
* '''Imbued gear.''' Should non-casters reach elemental effects through weapons and armor? Proposed, deferred until the base system settles.
* Ambient dynamics: should weather and time shift local pneuma abundance (storms surging air)?
* '''A death/corrupting force.''' Largely rejected as a new substance death as a Law III violation (destruction with no pure residue), undead as failed Law I self-generation. Deferred.
* The '''opposition of attunement''' rule reverses the earlier "no attunement opposition" decision, which was settled jointly in an earlier design round. It wants that same joint review before it is treated as final.
* '''Ambient dynamics.''' Should weather and time shift local pneuma abundance (storms surging air)?
* Concrete numbers everywhere: absorption and casting efficiency curves at each mastery level, self-regeneration rate, annihilation loss rate, condensation costs, the strength of opposition suppression between opposed elements, and the soft-cap curve on total attunement gain.

Revision as of 07:48, 20 July 2026

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.

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.
  • Elemental — pure pneuma bound to one of the four elements.

Each element is a pair of qualities, one temperature and one moisture:

Element Temperature Moisture
Fire Hot Dry
Air Hot Wet
Water Cold Wet
Earth Cold Dry
The four elements by quality. Adjacent elements share a quality (allies); diagonal elements share none (enemies).
  • 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

Elements meeting Relation Reaction Result
Share a quality Allies Synergy Combine into a hybrid
Share none Enemies Dissonance Cancel into pure (less than went in)

Hybrids — an allied pair combines around the quality they share:

Allies Shared quality Hybrid
Fire + Air Hot Lightning, storm
Fire + Earth Dry Magma, forge-heat
Water + Air Wet Mist, ice, tempest
Water + Earth Cold Mire, clay

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

The Three Laws

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 III — Affinity. An element only answers someone attuned to it. Attunement grows only by spending that element (casting or exertion), never by holding, hoarding, or buying it. The higher the attunement, the less each cast loses to Attrition.

Key terms

  • Shaping — moving pneuma between pure and elemental, either direction. Always costs (Law II).
  • Attunement — 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).
  • Mastery — a single spell's accumulated experience. Attunement to an element is the sum of mastery across its spells.
  • Carrying / storing — holding or moving pneuma without changing its form. Free.

Opposition

An element and its diagonal enemy oppose each other in three ways at once:

  • Annihilation (crafting). Two opposed typed items pressed together at an alchemist's bench cancel to pure, always less than went in. Needs no attunement — the reaction is between the items, not the crafter. One of the few sources of pure.
  • Counters (combat). Each element answers its diagonal opposite and is answered by it: water quenches fire, earth grounds air. Countering is an action, not a damage multiplier. See Combat.
  • Attunement suppression (progression). Deepening one element makes its diagonal opposite weaker 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 has no diagonal. It neither suppresses nor is suppressed, and feels only the general drag on total attunement (see Progression).

Learn the diagonal and you have learned all three: fire ↔ water, air ↔ earth.

Where pneuma comes from

  • 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.
  • 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.

The pool

Your reserve is a single, unbounded pool 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.

Attunement governs how efficiently pneuma crosses your body's boundary:

  • Absorbing. Drawing typed pneuma from the world into your pool renders it to pure. Your attunement to that element sets how much pure you get — a fire adept drains a vent that leaves a novice a trickle.
  • 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.

Casting

A spell spends pure pneuma, shaped into its element as it leaves you (Law III).

  • Every caster draws from the same pure pool.
  • Attunement to 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 attunement (crossing the boundary either way) and grow together — but only casting builds attunement (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. Attunement to an element is the sum of mastery across its spells.

Consequences:

  • Spending is advancement. Only pneuma spent through a cast or exertion builds attunement. Pneuma merely absorbed does nothing on its own; hoarding gains nothing.
  • Alignment emerges from play. Attunement follows what you actually cast — never chosen outright.
  • Specialization is the path of least resistance. Attunement comes fast at first and slows as it grows; deepening one element suppresses its opposite; and total attunement carries a gentle drag on all further gains. Committing to an element and its allies is easy; straddling an opposed pair or mastering everything is a long grind, not a barred door.
  • Attunement 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 attunement 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.

Mastery of all elements is the game's long aspiration — not a normal endgame state but a lifetime achievement. Opposition 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.

The warrior

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 attunement by the same ledger (a cast and an exertion count alike, Law III), with only the direction of flow reversed.

Trade

  • Typed pneuma (sites, drops, crystals) is the market's main good — freely gathered and traded, the raw stock for both absorbing and annihilation.
  • 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 power to spend it well belongs to attuned hands.

Open questions

  • Concrete numbers. Absorption and casting efficiency at each attunement level, regeneration rate, annihilation loss, condensation costs, suppression strength, and the total-attunement drag curve. The suppression/efficiency curve is the master dial: it sets how far the game leans toward specialization versus mastery of all.
  • Hybrids in play. Are hybrid spells a distinct track, or gated by both parent attunements? (Proposed: gated by the weaker parent, learned as spells like any other.)
  • 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 as a Law III violation (destruction with no pure residue), undead as failed Law I self-generation. Deferred.
  • Ambient dynamics. Should weather and time shift local pneuma abundance (storms surging air)?