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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-p038aSame-site.PNG

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



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.

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.