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*As of yet Unknown.
*Temporarily add and remove "natural" magic and abilities from units.{{erf|2|33b|Parson's Klog #2}}
==Known Weirdomancers==
==Known Weirdomancers==

Revision as of 20:43, 12 June 2010



Class\Axis Erf Fate Numbers
Spookism Turnamancy Dollamancy Weirdomancy

Proposed Canon

Weirdomancy is one of the three disciplines of the Magic class Spookism; it is aligned with the axis of Numbers.Erf-b1-p038aSame-site.PNG


  • Temporarily add and remove "natural" magic and abilities from units.Erf-b2-p33bSame-site.PNG

Known Weirdomancers

As of yet, no known Weirdomancer has been introduced.


With Spookism class working with Motion and Weirdomancy on the Numbers axis, this magic type might affect movement.

In simplest form this could be increasing rate of movement, and reduced or eliminated penalties for any Terrain Type, possibly including moving through walls. These would also fit the name since a unit that could move twice as fast as it should straight up a mountainside and through the walls of a city would be weird.

It is also possible that at a higher level this magic can perform ultimate movement tricks such as teleports which put the target unit in a different numbered hex.

It would also be possible to summon units from a distance including other planes, but this does not fit with the only summon seen so far - the Summon Perfect Warlord Spell. Given that Weirdomancy is a Discipline of Spookism, it's possible that a high level Weirdomancer can summon "spooks" (which might be ghosts or spirits) from the City of Heroes.

It is unknown how the portal to the magic kingdom works but it would fit with this suggested version of weirdomancy. That might mean a weirdomancer could create portals, possibly between locations in Erfworld, or to other dimensions such as Stupidworld, or the realms of the croaked or the daemons. An artifact that allowed access to and control of daemons would provide a symmetry to the Arkendish attuned to Charlie and its control of Archons.

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