Kzeroko KTM2

The world

Magic

Magic is not a privilege granted by a creator, and light and dark are not good and evil. It is a natural phenomenon plus a civilisational technology — spirits supply repeatable patterns, conductors reduce the risk, and incantation makes it teachable.

Magic in Urdas is a resonance phenomenon: a living thing uses its own mana as a signature to make external mana rearrange itself according to an intention.

Almost anything alive can manage a faint amount of mana manipulation, in the way that almost anyone can hum a tune. Turning that into a spell that harms neither you nor anyone nearby takes a medium, training, and an understanding of what it costs.

How one spell happens

  1. Definition — establish the boundary of the result inside yourself. “Cool the water within three paces of my palm”, not a vague wish for cold.
  2. Resonance — use your own mana to reach environmental mana or a spirit, and request, trade for or force the same waveform.
  3. Manifestation — release the resonance into reality through a medium, and absorb the heat, recoil, mental load or material cost.

Failure maps onto the same three stages. A failed definition sends the spell off target. A failed resonance usually just wastes mana. A failed manifestation is the dangerous one — it can burn out the medium, injure the caster, or leave localised mana contamination.

Internal mana is not blue fuel independent of your body. Sleep, nutrition, mood, injury and long training all change its capacity and recovery. Overdrawing it produces ringing ears, cold fingertips and colour-vision drift first; only casting through that damages the mana circuit.

Conductors and media

A medium moves high-precision control off the caster and into a repeatable material structure: staves, grimoires, engravings, instruments, weapon circuits and single-use talismans.

Natural conductors — magitech crystal, World Tree branches, spirit nodules, certain magical beast bones. Magitech crystal formed from ancient meteoric material reacting with local strata over long periods; it is not an unlimited resource. The deeper the seam, the purer the crystal — and the more common spatial anomalies and miner’s mana sickness become.

Artificial conductors — smiths tune an alloy lattice to guide, amplify or insulate specific waveforms. A mature workshop can produce a general conductor more stable than natural crystal, and still needs a little natural material to strike the oscillation. Dwarven forges, Clock Tower standards and imperial military specification use different formulae, and they must not be mixed during repair.

A medium is not a source of power. A mage without a staff can still cast; the precision and recoil simply return to the body. An ordinary person who finds a high-tier staff does not thereby acquire the knowledge that goes with it.

Incantation

FormPrincipleStrengthCost
PetitionCall a spirit, state the scope, offer something in returnStable, teachable, low talent requirementSlow; depends on the environment and the spirit’s mood
CompactA pre-agreed phrase triggers a fixed waveformFast; suits combat and public infrastructureInflexible; the compact or medium must be maintained
CommandThe caster establishes the rule directly from their own understandingExtremely fast, can be changed mid-castHeavy mental load, severe failure consequences
Pre-inscribedThe formula is written into a scroll, cartridge or device in advanceUsable by anyone, testable resultsExpensive consumables, easily sealed or jammed

Casting without incantation does not mean casting without process. It may be body memory, a pre-inscribed medium, extraordinary control, or an incantation compressed into a mental action nobody outside can perceive. None of those are techniques you can teach a beginner.

The six elements and the higher disciplines

The continent calls forces reachable through direct natural spirit resonance the six elements, and fields requiring special subjects, abstract laws or compound formulae the higher disciplines. The game system uses twelve schools; nobody in-world would call healing a natural element.

SchoolSubjectCommon misconception
FireHeat, combustion, expansionCannot produce a permanent heat source for free
IceCrystallisation, slowing, structural fixationShares a source with water, trains differently
LightningCharge, nerve impulse, magnetismMetal changes the path; it is not just a damage tag
WaterFluid, pressure, humidityHealing here is washing and circulation, not life magic
WindAirflow, sound, pressure differentialVacuum and asphyxiation work is tightly regulated
EarthMinerals, soil, load-bearing structureCannot conjure usable ore out of nothing
SoulMemory, will, the imprint of lifeProves nothing about a religious afterlife
HealingTissue repair, purification, vitality managementCannot replace a lost organ or long convalescence
LightSpectrum, revelation, ordering formulaeNot inherently just, and not the Church’s property
DarkShadow, decay, curses, local gravityNot inherently evil; the danger is how hard it is to detect and undo
ArcanePure mana, space, and formulae themselvesAn academic category, not “can do anything”
AstralWorld boundaries, phase, macroscopic gravityHigh load, long cooldown, closely monitored by the Star Towers

For in-game affinity relationships, see Elements.

Spirits

Micro-spirits are low-order patterns of will formed by natural mana over long periods. They have no common language and are not miniature people — fire spirits tend to repeat and spread, water spirits tend to seek a continuous path. Petition incantation works by matching that tendency with rhythm and an offering.

Higher spirits acquire names, preferences and territory. City heating furnaces, irrigation channels and mine ventilation are frequently maintained by standing spirit compacts. A broken compact is not only “the magic stopped” — it also means the responsible family loses its work, a district loses water, or people have to move.

Drawn from the KTM2 WorldDict. Only the public layer of each entry is published here.