Hythean Magic

Magic is an ever-present force in Hytheia and throughout the realms surrounding it. It enables thought to warp reality.

## Science of Magic

Magic is a recognized force in the universe that uniquely counters the laws of science unlike anything else. Many scholars theorize that it is an alien presence that has conjoined to the universe, however, others proclaim that this is false as they claim magic has existed since the beginning of time. Unfortunately, theories are rarely proven right and most are regularly debunked as the secrets of magic continue to be revealed. Each secret forms a new understanding and removes old perceived constraints of the force.

### Arcana Scales

A general understanding of magical power is commonly accepted in the world of Hytheia. This understanding called the "Scales" or "Arcanic Scales", is supported by the study of what is possible with magic and how much the outcomes of spells/rituals tax on their users. These averages have been used to build the following structures of the arcane.

#### Magic Schools & Difficulty

Hytheian magic is separated into nine schools of magic. These schools are categorized based on outcomes from the spells used to cast them. Each school has an agreed-upon difficulty based on the average amount of study and practice it takes to properly wield spells of the school.

The ranking of each school is also useful for enchanters and spell crafters. Once a magical theory's goal is determined, the type of magic required can be identified. By doing this a crafter can determine the components required to craft such a magical element. This process is done throughout Hytheia to create magical items, spell scrolls, and new spells.

##### The Three Levels

The practitioners of magic have split the schools of magic into three levels based on a school's difficulty in enchanting and spell crafting. The levels are Malleable, Durable, and Immutable. These levels can also be referred to as "Soft, Hard, and Rigid".

Malleable magics are the schools of magic that present little resistance to change and adjustment. Though there are exceptions, especially at higher levels, spells of this classification can often be used in a multitude of ways with little restriction.

Durable magics are often identifiable by the way mages impose their will on another target to cast them. Casters of these schools bring forth change unto objects, creatures, and spaces completely based on their own wishes. This level can be hard to alter and resist change due to some of the ritual requirements of the spells, but it isn't impossible to achieve alternative outcomes.

Immutable magics are the most unalterable arcana. These spells and enchantments interact with natural forces that are far stronger than even the greatest mages. Crafting magic of this level requires crafters to be aware of these forces and their laws. As it is nearly impossible to break them. It's notable that the Rank 9 Immutable magic Caelestion is an exception to this in some cases. As spells of this classification are notable unquantifiable.

## Crafting

Workers of magic such as Mages and Enchanters have created arcane wonders for millennia. The practice of adhering magic to nonmagical objects, Enchanting, has altered the fates of many mortals and their nations. Entire wars have been won by an enchanted blade being bared. Magical weapons and tools are common in Hytheia and litter the world as relics of the past and everyday objects. Spellcrafting was once an occult practice, kept secret by its users and only shared with their circles of trusted mages. However, the practice is now taught freely to those who wish to accept the challenge. Both practices are difficult and take years to perfectly master.

### Enchanting

Enchanting an item can be a long and difficult practice. However, a well-practiced Enchanter should have no problem working similar designs to their past works. Enchanting is a term that applies to crafting magic items, magic scrolls, magic potions, and magic food.

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> The steps formatted like this are enchanting rules for the in-game D&D 5e Hythea mechanics.
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What Is Required

* Base Component
* Arcane-conductive Material
* Skills To Craft
* Time
* Naming

#### Determining Base Component

The base component of any enchanting is the item the enchanter intends the magic to be placed upon. This can be any object that the enchanter can pick up and work with. For example, giants once enchanted clubs half their size because no one could work with them due to their weight. For much larger enchanted objects teams of smiths and enchanters may be required.

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> Step 1: The Base Component can be any item that won't crumble to pieces while being enchanted and is capable of being handled by the one working with it during the whole enchanting process.
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> If a magic scroll is being enchanted then the object must be a material upon which the enchanter can write the whole magic spell upon.
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> If a potion is being created the material must be water and a container to hold the potion.
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#### The Arcane Material

All enchanting requires a channeling material to focus magic into the base component. This material must be arcanely conductive, meaning magic will flow through the material and join with it without resistance.

There are common substances on Hytheia that can be classified as arcanely conductive. These materials are routinely metals such as gold, silver, copper, and iron. However, records of enchantments using other metals due exist. It's important to note that magic reacts more favorably with the dust form of these metals, stripped of all impurities.

Almost all gemstones and crystals are capable of channeling magic. This is believed to be a result of their unique structures and forming processes. However alternative theories reason that magic is naturally attracted to these precious stones due to their relationship to the Elemental class of monsters.

If an enchanter is lucky they will have access to Quintesite. This rare material grows in crystal form and is solidified stable magic. A pure portion of arcana can cut the cost of the enchantment's arcane material cost down to a quarter. Making 1 lb of gold dust of arcane material equivalent to 1 ounce of Quintesite. However, know that if you must purchase this material it is rarely sold for little coin. The largest formations of Quintesite can cost a kingdom's whole yearly tax revenue.

Lastly, note that all material of Hytheia has magic potential, meaning it can channel magic or even conduct it with enough effort, except for Aginores. The previously mentioned materials are the materials of the plane which most easily work with magic and in some cases even work better.

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> Step 2:
> The arcane material required is dependent upon the class of magic being imbued. This is also where the gold cost of enchanting is determined, as the cost is the measurement of material required to enchant.
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> Identify what the object gains from the magic you wish to imbue. This will inform you of the magic class. For example, weapons with a +1 enchantment clearly have the goal of doing more damage. This makes the enchantment more akin to evocation magic. While some magic items grant the ability to cast spells or similar powers to known spells, this route can easily identify the school of magic being used and the level of the spell being replicated. If you are unsure still, read the "outcome" section of the Magic Schools & difficulty chart above.
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> If it's determined that the magic creates the outcome of two different ranks then add those ranks' values together to determine (X).
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> If the item is intended to have multiple spells placed into it, then add their spell level together to determine (Y).
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> Once the school is identified use the following equation to determine the cost of the arcane material required.
> V = (If it's a potion or spell scroll) 2, otherwise 1.
> W = The number of charges for the magic item. Scrolls and potions are 0. Once-a-day items are one. Items with limitless usage are 7.
> X = The Magic's Rank.
> Y = The level of the spell closest in correlation to this magic.
> Z = (If you have completed an exact copy of this item before) 2, otherwise 1.
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> COST IN GOLD = ((((Y+W)/V)+X)x 50)/Z
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#### Skills to Craft

An enchanter must be prepared with the skills necessary to work the materials into their final form for a magical object or scroll to be properly formed. This means an enchanter working with a blade must have knowledge of smithing. While one who writes scrolls will need to be a good calligrapher. Otherwise, the risk of failure may be too great.

If the enchanter lacks the skills required, the process may fail and the magic will be incomplete. This can lead to two outcomes. Either the magic doesn't adhere to the object and fades away or the magic introduces chaotic potential. With chaotic potential, usage of the magical object will result in hundreds of different
outcomes depending on random chance.

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> Step 3: The correct tool proficiency is needed to make a magic item perfectly. For example, smithing tool proficiency is needed to make a magical blade, while calligrapher's tools need to be well used to make a magic scroll.
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> If the proficiency needed isn't used then the following will occur when enchanting.
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> The Enchanter rolls a percentile roll (d100).
> 1-50 = The item turns out as intended.
> 51-100 = The item when used has a 50% chance of rolling on the Hythean Wild Magic Table.
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#### Time

The enchanting process is the time it takes to craft when all the materials and knowledge are acquired. The process's length depends on a mix of the crafter's past experience, the location of the work being done, the intended magic to embed, and the random chance of issues arising.

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> Step 4: The time it takes for enchanting varies drastically. It isn't uncommon to have two different lengths of time for similar items. It depends on the enchanter and the process. Use the following equation to determine how long it takes to enchant the intended item. Work time can be split up and the enchanting process can be returned to after a period of time no greater than a full Hythean day.
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> W = Have you made this item before? If yes, 1. If no, 3.
> X = The Magic's Rank (Follow determination from Step 2)
> Y = The level of the spell closest in correlation to this magic. (Follow determ
> Z = Are you using a tool proficiency? If yes, 1.5. If no, (.5).
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> TIME IN HOURS = (((X+Y)x(W))x 5)/Z
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#### Naming

Naming is the final step in enchanting. The magic of names isn't fully understood, however, every magical item that ever existed has had a name inscribed into itself. Without a name the magic will slowly erode the object, eventually reducing it to ash. The time this erosion takes depends on the level of the magic present.

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> Step 5: The name of a magic item and any additional information hidden in its magic is very important. This information including the item's use can be learned by anyone casting identity. The use of a magic item can't be altered and is defaulted to its intended purpose.
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> If a magic item remains unnamed and isn't a potion or a spell scroll, the item will lose its magic in a number of hours equal to (its gold creation cost)/2.
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### Spell Crafting

The Process of creating and altering spells is ancient. It isn't certain how many magic spells originally existed in the universe or how many still remain known today. With the tragedies of Hytheian history much magical knowledge was lost, never to be rediscovered.

The mages of the current age work tirelessly for recognition and prowess. Seeking to embed themselves in arcane history. This has led to a new revolution of magic philosophies and boundary-pushing spells.

The term spell crafting is commonly used, however, spell weaving and wordsmithing are used as well.

#### Priming Thought

The first step of spell crafting is isolating the mental theory of the spell. This equates to imagining and describing the spell in as great detail as possible.

Mages repeat this process many times. Sometimes sharing the theory with their colleagues to improve their own understanding of their intended outcome.