Magic is any item, event, or action that achieves a non-mundane result. Ib 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
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.
One or two Casters can also Link with a Thinkamancer to cast even more powerful spells. However, there are risks.
For more details on Spells and the casting of Spells, see Spell.
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 at the time of spellcasting (but perhaps requires caster energy when the scroll is created), 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.