Erf
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=Proposed Canon= | =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. | + | One of the three axes of [[magic]] (along with [[Fate]] and [[Numbers]]) used to break a major class of magic into its different disciplines.{{Erf|1|038a}} |
{{MagicAxis|Erf}} | {{MagicAxis|Erf}} | ||
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=Speculation= | =Speculation= | ||
Revision as of 00:09, 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.Erf-b1-p038a
| 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.