# Proposed Canon

One of the three axis of magic (along with Erf and Fate) used to break a major class of magic into its different disciplines.Erf-b1-p038a

 Class\Axis Numbers Hocus Pocus Mathamancy Spookism Weirdomancy Stuffamancy Dittomancy Eyemancy Foolamancy Hippiemancy Date-a-mancy Naughtymancy Retconjuration Stagemancy Rhyme-o-mancy Clevermancy Moneymancy

# Speculation

## Element Description

Where Erf deals with the natural functions of the world and Fate deals with the direction it is headed, Numbers is the hard stuff, the nitty-gritty mechanical action of the world. Where magic on the Erf axis moves in broad strokes, Numbers is where the fine control comes in. It doesn’t directly create, and it doesn’t directly destroy. Everything in the Numbers axis is about manipulation and modification of existing elements. The Mathamancer-Luckamancer relies on the Numbers axis to see the fine details of what is, and then the Erf axis switches the broad strokes of who is assigned to what. Moneymancy is Numbers all on its own. Money is completely imaginary. It exists as a way of keeping track of an intangible that has been quantified. This makes it perfect for Clevermancy, which modifies the things of the axis itself without any elements. The most powerful of the ‘mancies, Retconjuration, is Motion and Matter x Numbers, changing the action and value of the bookkeeping behind the world.

Numbers Magic appears to be tied up in altering probabilities in a situation. Veiling in Foolamancy works towards a single probable outcome (deception). Mathamancy can calculate (but not affect) the odds for all possible outcomes. Use of Moneymancy alters the odds in a conflict between sides by shifting the balance of power beforehand (but not during). Numbers Magics work indirectly towards a specific resolution, as opposed to the more linearly acting Fate and Erf Magics.

Numbers magic also appears to affect the behind-the-scenes game mechanics in ways not obvious to erfers. To render a sword blow ineffective, a erf-axis spell might change the sword into jello. A fate-axis spell might make the wielder of the weapon suddenly unable to use it. A numbers-axis spell, on the other hand, might cause the sword to do no damage for no obvious reason at all.

Not much is known about Numbers, except that:

Dittomancy can double combat bonuses and the number of surviving units.

Foolamancy may be used to 'veil' units, cities, etc., which can prevent others from knowing the number of enemies they face.

Mathamancy may be used to calculate odds.

Moneymancy is involved in unit production for natural allies.

Date-a-mancy is used to describe relationships. One is the loneliest number.

May have more to do with upkeep and 'passive' uses. Moneymancy to create units and so on, rather than actually be offensive. Foolamancy was used to shroud Stanley the Tool, and to hide the cities in Faq from prying eyes.