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Revision as of 06:46, 5 May 2009
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-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 on Earth. Each Caster has one Discipline of specialization.
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-p069
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-p053)
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, and the scroll does not necessarily have to be of their discipline. They do not need to be of only one disciplineErf-b1-p005Erf-b1-p036 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.