Spookism is defined by motion alone.If Dollamancy creating constructs, automata, then it makes sense that this magic lies in the Fate-alignment of Spookism,
In the past, I had considered that Turnamancy, given its Erf alignment, referred to the manipulation of the passage of time, of turns, etc. After all, "Erf and Motion" seems like a good description of the progression of day and night, right? Others have mentioned this, I'm sure. (However, I would be tempted to guess that same, albeit considering it a weaker case, for Date-a-mancy, which is also aligned with numbers. And we know that Hippiemancies can affect at least the perception of time... but HIppiemancy also gives people the munchies, so who knows? On the other hand, Date-a-mancy smells like some form of divination to me, akin to numerology: that might be a waste of a perfectly good magic slot, though.)
As to weirdomancy... What does Motion + Numbers give us? My initial instinct (particularly because of its alignment with Numbers) is that you would use it to affect probabilities, basically cause weird things to happen. However, we already know that luckamancy, despite its Erf-alignment, already does that.
Whatever else we can say about Erf magics, their names and the logic behind them are not easy to decipher.
They could not possibly win. Every man knew this with certainty, and lo it was glorious.