Turnamancy

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(Speculation)
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*Currently Unknown.
*Currently Unknown.
==Speculation==
==Speculation==
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Turnamancy might force units to [[turning|turn]] against their will. Would probably result in very low [[Loyalty]].
+
Turnamancy might force units to [[turning|turn]] against their will. Would probably result in very low [[Loyalty]]. (This is unlikely given the passing example of Turnamancy's effect mentioned in [[First Intermission 46]].)
Turnamancy might alter the flow of time ([[turn]]s) 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.
Turnamancy might alter the flow of time ([[turn]]s) 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.

Revision as of 17:29, 24 October 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-p038aSame-site.PNG

Turnamancers can reduce the build time for units produced in the city they are located. summer-updates-–-046 External.png

Abilities

  • Currently Unknown.

Speculation

Turnamancy might force units to turn against their will. Would probably result in very low Loyalty. (This is unlikely given the passing example of Turnamancy's effect mentioned in First Intermission 46.)

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.

Natural Turnamancy may be how turn order is decided.

Known Turnamancers

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