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
All magic uses a combination of the three elements Life, Motion and Matter. Each combination is called a class. Classes are further divided by disciplines, each of which revolves around one of three magic axes -- Erf, Fate, or Numbers.Erf-b1-p038a
We can see from the chart that the combination of the elements Life and Matter gives the class Hippiemancy which is divided into the disciplines of Flower Power (Erf Axis), Signamancy (Fate Axis), and Date-a-mancy (Numbers Axis).
Main Article: caster
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.
Main Article: spell
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. Each Discipline has a limited number of spells.
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.