Pneuma

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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.