http://erfworld.com/wiki/index.php/Magic#Disciplines
- Hocus Pocus
- Findamancy - Locating things as opposed to seeing things. Possibly summoning spells as well.
- Predictamancy - Fortune Teller. Determine the fate of an object... maybe by reading the destiny on the character sheet or peeking in the DM notes.
- Mathamancy - Using numbers to determine probable outcomes of events.
- Findamancy - Locating things as opposed to seeing things. Possibly summoning spells as well.
- Spookism
- Turnamancy - Conversion of units. Cause traitors. Add loyalty. Recruit neutral allies.
- Dollamancy - something related to voodoo dolls and cloth golems
- Weirdomancy - The embodiment of wand of wonder?
- Turnamancy - Conversion of units. Cause traitors. Add loyalty. Recruit neutral allies.
- Stuffamancy
- Dirtamancy - Digging, traps, and various dirt/rock/muck golems
- Changemancy - make units or objects change to give advantages or disadvantages (i.e. make a unit grow wings to fly or the land grow trees to provide cover).
- Dittomancy - make one unit copy another unit so that they can do things they normally couldn't on their own. Possibly just literally duplicate a unit, item, or bonus.
- Dirtamancy - Digging, traps, and various dirt/rock/muck golems
- Eyemancy
- Lookamancy - Clairvoyance or far seeing.
- Thinkamancy - Telepathic abilities, subliminal suggestions, mental disruption, psionics. (Arkendish)
- Foolamancy - Cloaks and deceptions. Probably similar to a D&D illusionist.
- Lookamancy - Clairvoyance or far seeing.
- Hippiemancy
- Flower Power- calm hostilities or possibly literal plant magic
- Signamancy - Quieting battles through treaty and diplomacy
- Date-a-mancy - make units take fewer turns to pop, change turn orders, end turns sooner than the enemy would like
- Flower Power- calm hostilities or possibly literal plant magic
- Naughtymancy
- Shockmancy - Stunning and disorienting spells
- Croakamancy - Deals with Undead (Arkenpliers)
- Deletionism - negates bonuses, units, or stats. possibly disintegration.
- Shockmancy - Stunning and disorienting spells
- Stagemancy
- Hat Magic - Creation of the magic hats. unknown what all you can create a magic hat to do. possibly creates 'wondrous items' like flying carpets.
- Carnymancy - Feats of Strength, taming dangerous beasts, flying (Possibly what the Arkenhammer is based off of with taming vicious dwagons and turning walnuts into pidgeons)
- Rhyme-o-mancy - incantations, possibly bardic magic "kill, kill, kill, the big ogre!"
- Hat Magic - Creation of the magic hats. unknown what all you can create a magic hat to do. possibly creates 'wondrous items' like flying carpets.
- Clevermancy
- Luckmancy - Roll adjustments, re-rolls, etc. Probably a very 'subtle' art.
- Healomancy - Healing spells
- Moneymancy - add to your treasury (by collecting interest), lower the cost of units
- Luckmancy - Roll adjustments, re-rolls, etc. Probably a very 'subtle' art.
Updated as of whatever time I just bumped the thread...








