Difference between revisions of "Weirdomancy"

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As of yet, no known Weirdomancer has been introduced.
As of yet, no known Weirdomancer has been introduced.
Wierdomancy is a strange, difficult to control magic.  Its principle function is the radical alteration of existing persons, objects, or [[spell]]s.  A person, for example, might become much stronger, much weaker, become supernaturally intelligent, or simply croak.  Ordinary objects could take on any number of properties, turning into weapons, tools, golems, or possibly exploding, endangering the caster.  The effects on existing spells or magic items are much more stable, the existing magic seeming to have the effect of "calming" the Wierdomancy.  It is not difficult for a Wierdomancer to alter a continuous spell or magic item in a productive fashion.  However, it is generally much simpler and easier to have the original caster create the spell or item to the desired specifications.  Additionally, while Wierdomancy used on magic gets out of control less frequently, the results of spells gone bad have a much greater potential to be catastrophic.  There is even a case of a side being ended in this fashion.  An attempt to transform a collection of spells prepared by the available casters into a coherent, weaponizable enchantment failed, croaking all those assembled, including the [[Ruler]] and his heir.  Attempts to pair Wierdomancers with Luckamancers have found some success, although most sides that allowed themselves to become dependant on this practice suffered severe losses when one or both casters were croaked in spite of protective [[Luckamancy]] spells.
[[Category:Proposed Canon]]
[[Category:Proposed Canon]]

Revision as of 02:46, 25 May 2009


Class\Axis Erf Fate Numbers

Proposed Canon

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


  • As of yet Unknown.

Known Weirdomancers

As of yet, no known Weirdomancer has been introduced.