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Revision as of 20:34, 8 November 2009
Magic is any item, event, or action that achieves a non-mundane result. In Erfworld, Magic is governed by a set of Rules that determine what an item can do, what is necessary to achieve a particular result, or how a creature can do something it shouldn't be capable of.
Basics of Magic
Magic is divided up into eight Classes. Each class uses some combination of elements -- Motion, Matter and Life. (e.g. The class Eyemancy uses Life and Motion, but not Matter.) Each Class has three Disciplines. Each of these Disciplines uses one of the three Magical Axes -- Erf, Fate, or Numbers. (e.g. Thinkamancy, a Discipline of Eyemancy, is aligned to Fate.) Each Discipline has a limited number of Spells.Erf-b1-p038a
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 in the Real World. Each Caster has one Discipline of specialization.
Types of Magic
Magic Items and Artifacts
Through some unknown process, a Caster can create and use Scrolls. This has the advantage of not using up caster juice (or energy) at the time of casting the Spell, but requires considerably more juice when initially created, and the scroll does not necessarily have to be of their specialized Discipline. The creators of the Scroll do not need to be of a single disciplineErf-b1-p005Erf-b1-p036: such a Summoning Scroll was used at the beginning of the comic to summon Parson Gotti to Erfworld. Whether this scroll was created by Linked casters or simple cooperation is unknown.