Erf
From ErfWiki
One of the three axes of magic (along with Fate and Numbers) used to break a major class of magic into its different disciplines.
Proposed Canon
| Class\Axis | Magical 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 terran - 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 terran 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.