Turnamancy
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(More speculation on Turnamancy) |
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*Currently Unknown. | *Currently Unknown. | ||
==Speculation== | ==Speculation== | ||
| - | + | Turnamancy might force units to change [[side]]s (turn) against their will. Would probably result in very low [[Loyalty]]. | |
| + | |||
| + | Turnamancy might alter the flow of time (turns) in some way, perhaps gaining more time for one's own [[side]] or [[unit]]s, or removing move or actions from the other [[side]] or [[unit]]s. | ||
==Known Turnamancers== | ==Known Turnamancers== | ||
As of yet, no known Turnamancers have been introduced. | As of yet, no known Turnamancers have been introduced. | ||
Revision as of 16:19, 29 September 2009
Contents |
Canon
| Class\Axis | Erf | Fate | Numbers |
|---|---|---|---|
| Spookism | Turnamancy | Dollamancy | Weirdomancy |
Proposed Canon
Turnamancy is one of the three disciplines of the Magic class Spookism; it is aligned with the axis of Erf.Erf-b1-p038a
Abilities
- Currently Unknown.
Speculation
Turnamancy might force units to change sides (turn) against their will. Would probably result in very low Loyalty.
Turnamancy might alter the flow of time (turns) in some way, perhaps gaining more time for one's own side or units, or removing move or actions from the other side or units.
Known Turnamancers
As of yet, no known Turnamancers have been introduced.