Man, Erfworld’s magic categorization is just incoherent. Approximately zero of the variation between types of magic is explained by the chart of {Life x Motion x Matter} x {Erf, Fate, Numbers}.
Take Spookism: “Motion”, without “Life” or “Matter”. It contains Turnamancy, which can mess with time (measured in ‘turns’) and do mind control. Dollamancy, which makes magic accessories and golems. And Weirdomancy, which does metamagic and changing special abilities of units. The only real unifying factors here are change - except that this doesn’t include Changemancy - and that it’s focused on units - except units are, depending how you define it, Life and/or Matter, neither of which is involved in Spookism.
Changemancy, on the other hand, is defined only in being like Dirtamancy except smaller-scale. This is effectively the same thing as Dollamancy but without the golems. Changemancy is considered to be Stuffamancy, which is Matter without Life or Motion. And is considered to be aligned with ‘Fate’. Why Fate? Who knows. For the most part, Fate magic does minds and the future (read-only like Predictamancy, changing it like Carnymancy, binding it with Signamancy).
And then again, Turnamancy, which does mind control, isn’t Fate magic - it’s Erf. Dollamancy, which is entirely about concrete stuff, is Fate. And Weirdomancy does many things, but few of them have anything to do with numbers - unless Numbers also does messing with the underlying rules of Erfworld, which it might.
I’m trying to coerce this into enough sanity that I can write glowfic with it, but I’m basically throwing it all out because it’s such nonsense that there’s no clear picture of how they arrived at this model of the world. Aristotle was at least classifying phenomena by their shared properties in a way that we can understand, despite now knowing better.