Magic

From ErfWiki

(Difference between revisions)
Jump to: navigation, search
(Disciplines: messed with the class\axis section)
(Removed Natural Magics (covered by Natural Ability in Unit). URL updates. Fleshed out the page, organizing the information, added Basics and Casting Spells.)
Line 1: Line 1:
=Proposed Canon=
=Proposed Canon=
 +
==Basics of Magic==
 +
Magic is divided up into eight Classes. Each class uses some combination of elements -- Motion, Matter and Life. (Ie. The class [[Eyemancy]] uses Life and Motion, but not Matter.)  Each Class has three Disciplines. Each of these Disciplines uses on e of the three Magical Axes -- Erf, Fate, or Numbers. (Ie. [[Thinkamancy]], a Discipline of [[Eyemancy]], is aligned to Fate.)  Each Discipline has a limited number of spells.{{Erf|1|038a}}
-
==Types of Magic==
+
===Casters===
 +
[[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 on Earth. Each Caster has one Discipline of specialization.
-
===Classes===
+
Casters are titled after their Discipline of specialization.  For instance, a Caster that specializes in [[Lookamancy]] is known as a [[Lookamancer]].
-
According to [[Sizemore Rockwell|Sizemore Rockwell's]] explanation of [[Erfworld]] magic to [[Parson Gotti]]<sup>[http://www.giantitp.com/comics/erf0040.html]</sup>, there are eight major classes of magic, each defined by one of the eight combinations (either present or absent) of the elements [[Life]], [[Motion]], and [[Matter]]:
+
===Casting Spells===
 +
Spells require the [[Caster]] to speak a phrase.{{Erf|1|133}}
-
These major classes are:
+
Physical movements are not necessary, except where the spell is a projected ray. In this case, the effect typically projects from an index finger pointed at the desired target.{{Erf|1|069}}
 +
Material components have not appeared in the comic.  Some spells manipulate matter (often from the Classes that use the Matter Element), which must be present because it is the target of the spell.  These materials are not consumed in the casting of the spell. (Ie. A [[Golem|Crap Golem]] is made out of crap, which [[Sizemore]] obtains from the cesspit.{{Erf|1|053}})
 +
 +
==Types of Magic==
 +
===Classes===
{| style="background:gray; color:white; text-align:center"
{| style="background:gray; color:white; text-align:center"
| style="width:60px" | [[Life]] || style="width:60px" | [[Motion]] || style="width:60px" | [[Matter]] || style="background:white; color:black; text-align:left" | <sup>Element</sup>/<sub>Class</sub>
| style="width:60px" | [[Life]] || style="width:60px" | [[Motion]] || style="width:60px" | [[Matter]] || style="background:white; color:black; text-align:left" | <sup>Element</sup>/<sub>Class</sub>
Line 30: Line 38:
===Disciplines===
===Disciplines===
-
 
-
Each of these classes is divided into three types, each of which is aligned on one of the three axes "[[Erf]]," "[[Fate]]," and "[[Numbers]]":
 
-
 
{| style="text-align:center; background:gray"
{| style="text-align:center; background:gray"
| rowspan="2" style="background:white; width:120px" | '''<sub>Class</sub>\<sup>Axis</sup>'''|| colspan="3" style="border:1px solid darkgray; background:darkgray; color:white" | '''Magical Axis'''
| rowspan="2" style="background:white; width:120px" | '''<sub>Class</sub>\<sup>Axis</sup>'''|| colspan="3" style="border:1px solid darkgray; background:darkgray; color:white" | '''Magical Axis'''
Line 81: Line 86:
|}
|}
-
Parson is skeptical of whether this represents the real theoretical basis of Erfworld magic (it reminds him of "that crap about the four basic elements that people believed for centuries just because Aristotle said it"), but it is the best available systematic description.<sup>[http://www.giantitp.com/comics/erf0040.html]</sup>
 
-
 
-
==Casting==
 
-
 
-
[[Caster|Casters]] are the only [[unit]] type in [[Erfworld]] that can cast magic spells.
 
-
 
-
In each discipline there is a certain number of spells it is possible to cast.<sup>[http://www.giantitp.com/comics/erf0040.html]</sup>
 
-
 
-
==Natural Magic==
 
-
 
-
[[Erfworld Mechanics#Natural Magic|Natural Magic]] describes powers that are not initiated by a [[caster]], but are rather an innate ability of Erfworld units, such as flight or digging.<sup>[http://www.giantitp.com/comics/erf0094.html]</sup> For example, a scout unit's ability to report information (such as a [[Doombat]]'s ability to relay its sightings to [[Vinny]]) is a function of Natural [[Thinkamancy]].
 
==Magic Items and Artifacts==
==Magic Items and Artifacts==
 +
[[Magic Item]] is an item that is both magical and made by a mortal.  An item with magical powers created by the [[Titans]] is called an [[Artifact]].{{Erf|1|035}}
-
[[Magic Item]] is an item that is both magical and made by a mortal. An item with magical powers created by the [[Titans]] is called an [[Artifact]].<sup>[http://www.giantitp.com/comics/erf0035.html]</sup>
 
=Speculation=
=Speculation=
 +
[[Category:Proposed Canon]]
[[Category:Proposed Canon]]
[[Category:Erfworld Mechanics]]
[[Category:Erfworld Mechanics]]
[[Category:Magic]]
[[Category:Magic]]

Revision as of 03:31, 4 May 2009

Contents

Proposed Canon

Basics of Magic

Magic is divided up into eight Classes. Each class uses some combination of elements -- Motion, Matter and Life. (Ie. The class Eyemancy uses Life and Motion, but not Matter.) Each Class has three Disciplines. Each of these Disciplines uses on e of the three Magical Axes -- Erf, Fate, or Numbers. (Ie. Thinkamancy, a Discipline of Eyemancy, is aligned to Fate.) Each Discipline has a limited number of spells.Erf-b1-p038aSame-site.PNG

Casters

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 on Earth. Each Caster has one Discipline of specialization.

Casters are titled after their Discipline of specialization. For instance, a Caster that specializes in Lookamancy is known as a Lookamancer.

Casting Spells

Spells require the Caster to speak a phrase.Erf-b1-p133Same-site.PNG

Physical movements are not necessary, except where the spell is a projected ray. In this case, the effect typically projects from an index finger pointed at the desired target.Erf-b1-p069Same-site.PNG

Material components have not appeared in the comic. Some spells manipulate matter (often from the Classes that use the Matter Element), which must be present because it is the target of the spell. These materials are not consumed in the casting of the spell. (Ie. A Crap Golem is made out of crap, which Sizemore obtains from the cesspit.Erf-b1-p053Same-site.PNG)

Types of Magic

Classes

Life Motion Matter Element/Class
x Hocus Pocus
x Spookism
x Stuffamancy
x x Eyemancy
x x Hippiemancy
x x Naughtymancy
x x x Stagemancy
Clevermancy

Disciplines

Class\Axis Magical Axis
Erf Fate Numbers
Hocus Pocus Findamancy Predictamancy Mathamancy
Spookism Turnamancy Dollamancy Weirdomancy
Stuffamancy Dirtamancy Changemancy Dittomancy
Eyemancy Lookamancy Thinkamancy Foolamancy
Hippiemancy Flower Power Signamancy Date-a-mancy
Naughtymancy Shockmancy Croakamancy Deletionism
Stagemancy Hat Magic Carnymancy Rhyme-o-mancy
Clevermancy Luckamancy Healomancy Moneymancy


Magic Items and Artifacts

Magic Item is an item that is both magical and made by a mortal. An item with magical powers created by the Titans is called an Artifact.Erf-b1-p035Same-site.PNG


Speculation

Go To:
Personal tools