Difference between revisions of "Natural Magic"

From Erfwiki
Jump to: navigation, search
Line 53: Line 53:
**[[Rock|Rocking Out]]
**[[Rock|Rocking Out]]
*Natural [[Predictamancy]]:
*Natural [[Predictamancy]]:
*Natural [[Changemancy]]:
*Natural [[Changemancy]]:

Revision as of 20:39, 9 January 2011

Magic 101
Natural Magic, Caster, Caster link, Juice, Scroll, Magic Item, Spell, Grandiocosmic Strings, Channels, Nodes
Caster proficiency: NoviceAdeptMaster
Nobby erfwiki.png Oh dear, it seems this article isn't up to scratch and could use some improvement. You can help Erfwiki by improving it.

Article still missing many different types of natural magic.

Whereas in the Real World magic can roughly be defined as some non-natural means to alter the environment, people or things within it, Erfworld defines Magic a bit differently.

In Erfworld, pretty much *all* abilities to effect the environment, people, or things is thought of as some form of magic. Thus, any unit which is not a Caster but is able to do things to alter its environment without "casting spells" is using "natural magic."

In short, natural magic is the innate "magical" ability that some animals, people, etc, have to create effects related to that type of magic.

A real world stock broker then, would be using some sort of natural Moneymancy and so on.

There is debate, both in the fandom and within the canon itself, as to what types of "natural magic" exist, and what area of magic a certain thing falls under.

What follows is a list of abilities, actions, or things which are considered to fairly canonically possess natural magic. After that, a list that is more speculative follows.

Proposed Canon