The AetherEverything is comprised of energy. This energy can be referred to as aether. The aether is comprised of the four prime elements: earth, fire, air and water. The manipulation of the aether has several disciplines, methodologies and faiths, but for the purpose of this document, we will refer to all as 'magic'. All magic is in some way derived from the aether, be it using a trait of the aether itself or using one of the elements that comprise aether, such as fire.
The BalanceAs above; so below. As within; so without. What you put in, you'll reap. What you take away; you'll pay. The aether maintains a balance always. All magic has a cost, whether you're pulling directly from the aether or from a personal stash (or equivalent). The cost, or effect, is equivalent to the power of the spell or action used. Example: Life for life. Giving or returning life requires life paid. Be it of another being, or surrounding natural life, as well as the toll on the caster(s) themselves. The 'toll' can be distributed between several practitioners to reduce the individual cost but the cost remains. Some may find ways to cheat the balance, temporarily, but the aether will always collect and restore the natural balance of all.
The PendulumThe pendulum swing manifests in everything. All things rise and fall, ebb and flow. To everything there is a tide or season. The only factor is time. Manipulation of the aether may take an investment of time but the pendulum swing will bring an equal reaction, either over an equal amount of time, our compounded into one larger effect. In relation to what else is happening in each round, the invested energy and focus on your magic should have an equal reaction.
The FaithWhen a great many people believe in something, they give it power. Though Etla is essentially 'cut off' from the deities of other lands, the aether connects all. Those with faith may manipulate the aether much like a caster, but the Balance and the Pendulum are still in effect. Their faith must be unwavering, putting in as much as they expect to get out.
The RiftThe Rift works as a sort of bubble around the island and has an effect on magics as well. Anything that exists within the bubble (fire, earth, light, shadow, time, gravity, life/death to name a few) can exist and be manipulated at 'full-strength'. Things that originate outside the bubble (faith-based lore, time-specific lore, area-specific lore and the like), their existence and manipulation within the rift are diluted. The exact effects or handicaps are up to individual players but there should be a 'hit'.
The StructureWe recommend a 5 tier casting system, halving the old system. We leave the finer details to the flow of the individual RP but the tiered system is as follows. The examples given are for determining scale.
Tier I (Hurt): Cantrips and minor spells. A small investment of energy for a small reward. Ex: Enough energy to cause or repair intense bruising, or summon a small creature or item.
Tier II (Wound): Minor to moderate spells. A mediocre investment of energy. Ex: Enough to cause or repair bleeding, or summon a moderately sized creature or item.
Tier III (Kill): Mid to large spells. A decent amount of investment for decent reward. Ex: Enough to cause or repair major organ damage, or summon a decent sized or more powerful creature or item. (humanoid/natural transformation and self-teleportation included at this level)
Tier IV (More Kill): Major spell. Major investment for major reward. Ex: Grenade level blast damage. Healing extensive wounds. Summoning larger/more powerful beings and items. (minor mythical creature transformation and teleportation of self +2)
Tier V (Over Kill): Massive spells. Massive investment with massive cost for massive reward. Ex: Michael Bay level blast damage. Healing massive wounds (think saving from the brink of death). Summoning large supernatural creatures. (major mythical creature transformation, group teleportation and reanimating the dead)
Ritual: Anything beyond the scope of this tiered system requires a ritual with multiple casters. Includes: Resurrection, creating life, summoning greater/named spirits (only 15% chance of controlling the spirit)