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Class\Axis Erf Fate Numbers
Spookism Turnamancy Dollamancy Weirdomancy

Proposed Canon

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

Turnamancers can reduce the build time for units produced in the city they are located. summer-updates-–-046 External.png


  • Increased Production Efficiency:

With the help of a Turnamancer, Charlescomm can pop archons 2 per 3 turns, instead of the normal 1/turn. This effect may be a sort of time warp (a slowing/speeding effect).


Turnamancy might force units to turn against their will. Would probably result in very low Loyalty. (This is unlikely given the passing example of Turnamancy's effect mentioned in First Intermission 46.)

Turnamancy might alter the flow of time (turns) in some way, perhaps gaining more time for one's own side or units, or removing move or actions from the other side or units.

Natural Turnamancy may be how turn order is decided.

Known Turnamancers