Fate

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[[Category:Erfworld_Mechanics]]
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[[Category:Magic]]
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[[Category:Proposed Canon]]
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[[Category:Speculation]]
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=Proposed Canon=
=Proposed Canon=
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Fate is one of the three axes of [[magic]] (along with [[Erf]] and [[Numbers]]) used to break a major class of magic into three different disciplines. {{Erf|1|038a}} Some [[Erfworld]]ers also use the term "Fate" to refer to the predetermined destiny of an individual or group.  
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Fate is one of the three axes of [[magic]] (along with [[Erf]] and [[Numbers]]) used to break a major class of magic into three different disciplines. {{Erf|1|038a}} Some [[Erfworld]]ers also use the term "Fate" to refer to the predetermined destiny of an individual or group, as if it was a magical [[Stats|Stat]].  
{{MagicAxis|Fate}}
{{MagicAxis|Fate}}
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=Speculation=
=Speculation=
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The Axis of Fate seems to focus on an active target's status.  For instance, [[Croakamancy]] can return a character from [[croaked]] to [[uncroaked]][[Dollamancy]] (and by proxy [[fabrication]]) specializes in the creation or re-configuration of a base material into non-living items like [[raiment]], [[golems]] and small, non-magical itemsPresumably, [[Healomancy]] restores hit points and removes other status effectsAnd [[Thinkamancy]] has been shown to alter loyalty scores[[Predictamancy]] can determine a target's future state - alive, dead, carrying around an [[Arkentool]]. [[Loyalty]] may be considered a form of natural Fate magic, in that being loyal to a side is aligning ones fate with it. This is probably, as Loyalty and Duty are described as natural Thinkamancy.
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Fate views or changes the purpose or destiny of whatever it deals with.  For items, that is what it doesTurnamancy can take an existing object and make it work itself (adding Motion), but to take something and give it a purpose beyond what it has innately takes DollamancyWhen one form of regular Stuff is changed into another by a Changeamancer, it’s Matter and FateHealomancers directly modify the Fate of whatever they cast on.  Fate Magic is more subtle than Erf magic, but less so than Numbers.  Erf Magic has an effect that is immediate. Fate Magic tends to be more long-lasting.  Changing the nature, purpose or direction of an object is a profound thing and that’s what Fate does.
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The Axis of Fate seems to focus on an active target's status.  For instance, [[Croakamancy]] can return a character from [[croaked]] to [[uncroaked]].  [[Dollamancy]] (and by proxy [[fabrication]]) specializes in the creation or re-configuration of a base material into non-living items like [[raiment]], [[golems]] and small, non-magical items.  Presumably, [[Healomancy]] restores hit points and removes other status effects.  And [[Thinkamancy]] has been shown to alter loyalty scores.  [[Predictamancy]] can determine a target's future state - alive, dead, carrying around an [[Arkentool]].
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[[Category:Erfworld_Mechanics]]
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==Balance==
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[[Category:Magic]]
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It has been stated that a price must be paid for every transaction, including very powerful fates. Wanda has been described as very special within the Fate axis, and [[Delphie Temple]] said that she had had to pay out a debt to Fate by working for [[Haffaton]]. It is likely that there is some sort of "karma" score to balance out the good and bad events fated to happen to a unit.
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[[Category:Proposed Canon]]
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[[Category:Speculation]]
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==Natural Fate==
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[[Loyalty]] may be considered a form of natural Fate magic, in that being loyal to a side is aligning ones fate with it. This is probable, as Loyalty and Duty are described as natural Thinkamancy.

Revision as of 20:26, 2 January 2013

Contents


Proposed Canon

Fate is one of the three axes of magic (along with Erf and Numbers) used to break a major class of magic into three different disciplines. Erf-b1-p038aSame-site.PNG Some Erfworlders also use the term "Fate" to refer to the predetermined destiny of an individual or group, as if it was a magical Stat.

Class\Axis Fate
Hocus Pocus Predictamancy
Spookism Dollamancy
Stuffamancy Changemancy
Eyemancy Thinkamancy
Hippiemancy Signamancy
Naughtymancy Croakamancy
Stagemancy Carnymancy
Clevermancy Healomancy

Miscellaneous

Speculation

Fate views or changes the purpose or destiny of whatever it deals with. For items, that is what it does. Turnamancy can take an existing object and make it work itself (adding Motion), but to take something and give it a purpose beyond what it has innately takes Dollamancy. When one form of regular Stuff is changed into another by a Changeamancer, it’s Matter and Fate. Healomancers directly modify the Fate of whatever they cast on. Fate Magic is more subtle than Erf magic, but less so than Numbers. Erf Magic has an effect that is immediate. Fate Magic tends to be more long-lasting. Changing the nature, purpose or direction of an object is a profound thing and that’s what Fate does.

The Axis of Fate seems to focus on an active target's status. For instance, Croakamancy can return a character from croaked to uncroaked. Dollamancy (and by proxy fabrication) specializes in the creation or re-configuration of a base material into non-living items like raiment, golems and small, non-magical items. Presumably, Healomancy restores hit points and removes other status effects. And Thinkamancy has been shown to alter loyalty scores. Predictamancy can determine a target's future state - alive, dead, carrying around an Arkentool.

Balance

It has been stated that a price must be paid for every transaction, including very powerful fates. Wanda has been described as very special within the Fate axis, and Delphie Temple said that she had had to pay out a debt to Fate by working for Haffaton. It is likely that there is some sort of "karma" score to balance out the good and bad events fated to happen to a unit.

Natural Fate

Loyalty may be considered a form of natural Fate magic, in that being loyal to a side is aligning ones fate with it. This is probable, as Loyalty and Duty are described as natural Thinkamancy.

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