Magic

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(Split off Spell to its own page. Reduced Spell section to a couple sentences. Added basic description of Magic.)
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=Proposed Canon=
=Proposed Canon=
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Magic is any item, event, or action that achieves a non-mundane result. Ib [[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.
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==Basics of Magic==
==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 one 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}}
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 one 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}}
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===Spells===
===Spells===
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A Spell encapsulates the desired effect and the specific process whereby that effect is achieved. Take the spell "Veil" for instance. The spell effect is known to make one thing look like another. A [[dwagon]] may look like a [[doombat]]{{Erf|1|115}}, a blimp{{Erf|1|081}}, a parade balloon{{Erf|1|089}}, or a tree{{Erf|1|144}}. The spell is achieved by speaking the word "Crypsis"{{Erf|1|114}}, which would be part of the definition of the spell.
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A [[Spell]] is a process by which a [[Caster]] achieves a magical effect. Casting a spell involves using hand gestures, materials, and/or verbal triggers to accomplish the desired end result.  
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===Casting Spells===
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Spells almost always require the [[Caster]] to speak a phrase,{{Erf|1|133}} called a [[list of trigger words|trigger word]]{{Erf|1|009}}.
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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}}
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Material components have rarely 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}})
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Contradictorily, it should be noted that on Page 38, [[Wanda Firebaugh]] casts a [[Thinkamancy]] spell on the [[Hobgobwin]] knight that utilizes both material and somatic components in the form of tossing a handful of sand into the knight's face; this spell also has no verbal component.{{Erf|1|038}}
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For more details on Spells and the casting of Spells, see [[Spell]].
==Types of Magic==
==Types of Magic==

Revision as of 03:16, 14 May 2009

Contents

Proposed Canon

Magic is any item, event, or action that achieves a non-mundane result. Ib 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. (Ie. 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. (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.

One or two Casters can also Link with a Thinkamancer to cast even more powerful spells. However, there are risks.

Spells

A Spell is a process by which a Caster achieves a magical effect. Casting a spell involves using hand gestures, materials, and/or verbal triggers to accomplish the desired end result.

For more details on Spells and the casting of Spells, see Spell.

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

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 spellcasting (but perhaps requires caster energy when the scroll is created), and the scroll does not necessarily have to be of their discipline. They do not need to be of only one disciplineErf-b1-p005Same-site.PNGErf-b1-p036Same-site.PNG either: 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.

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