|Natural Magic, Caster, Caster link, Juice, Scroll, Magic Item, Spell, Grandiocosmic Strings, Nodes|
 Proposed Canon
Magic is any item, event, or action that achieves a non-mundane result. In Erfworld, magic is governed by a set of rules that determine what an item can do, what is necessary to achieve a particular result, or how a creature can do something it shouldn't be capable of.
 Basics of Magic
All magic is based on the presence or absence of three elements: Life, Motion and Matter. There are eight Classes of Magic, each one unique in its combination of elements. Classes are further divided into disciplines, each of which revolves around one of three magic axes -- Erf, Fate, or Numbers.Erf-b1-p038a
For example, one can see from the chart that the combination of the elements Life and Matter gives the class Hippiemancy which is divided into the disciplines of Flower Power (Erf Axis), Signamancy (Fate Axis), and Date-a-mancy (Numbers Axis).
- Main Article: Caster
Casters cast Magic Spells, which alter the world around the Caster in some way, gather information, or otherwise provide a result that would be considered extraordinary or supernatural in the Real World. Each Caster has one Discipline of specialization. Most casters cannot cast outside of their specialized Disciplines; those who can are rare. This does not seem to stop casters from trying to cast outside of their discipline, should they so choose, but attempts to do so seem to end in failure.
Multiple Casters can also Link with a Thinkamancer to cast powerful, multi-class spells; however, there are risks since an improperly broken Link could damage or croak the Casters. In addition, the more casters you link, the more difficult it is; two casters (the Thinkamancer and participant) is fairly reliable while three is quite risky due to the backlash when the link is broken improperly. There has been no recorded successful attempts of linking four or more casters together.
- Main Article: Spell
A Spell is a process by which a Caster achieves a magical effect. Casting a Spell involves using hand gestures, materials, and/or verbal triggers to accomplish the desired end result. Each Discipline has a limited number of spells. Spells are powered by the expenditure of juice.
 Magic Items and Artifacts
Through some unknown process, a caster can create and use scrolls. This has the advantage of not using up caster juice (or energy) at the time of casting the spell, but requires considerably more juice when initially created, and the scroll does not necessarily have to be of their specialized Discipline. The creators of the scroll do not need to be of a single disciplineErf-b1-p005Erf-b1-p036: such a summoning scroll was used at the beginning of the comic to summon Parson Gotti to Erfworld. Whether this scroll was created by linked casters or simple cooperation is unknown.