Erf

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One of the three axes of [[magic]] (along with [[Fate]] and [[Numbers]]) used to break a major class of magic into its different disciplines.
 
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=Proposed Canon=
=Proposed Canon=
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One of the three axes of [[magic]] (along with [[Fate]] and [[Numbers]]) used to break a major class of magic into its different disciplines.
{{MagicAxis|Erf}}
{{MagicAxis|Erf}}

Revision as of 00:02, 30 July 2009

Proposed Canon

One of the three axes of magic (along with Fate and Numbers) used to break a major class of magic into its different disciplines.

Class\Axis Erf
Hocus Pocus Findamancy
Spookism Turnamancy
Stuffamancy Dirtamancy
Eyemancy Lookamancy
Hippiemancy Flower Power
Naughtymancy Shockmancy
Stagemancy Hat Magic
Clevermancy Luckamancy

Speculation

Erf, possibly derived from the word "Earth", tends to deals with places and things within the terrain - specifically a given hex. Thus, Lookamancy allows you to peer into a given hex while Findamancy might indicate the hex a target is located in. Dirtamancy can physically manipulate a hex's terrain value, as Sizemore did in page 126 when he opened a tunnel under his adversaries. Shockmancy, on the same page, appears to damage all units in a given hex. And, of course, the grand Spell effect on page 135 allowed Sizemore to remake a large number of hexes all at once.

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