(* note all linkups are in alphabetic order by the names of what is being linked *)
|Multiple Thinkamancer Linkups||Thinkamancer/Warlord|
This section is intended to describe speculated spells, upgrades and items created by a Link-up with a Thinkamancer and one or two Casters.
- Rewriting Chemistry
This caster link might be able to change a substance's chemical properties.
Make an item unsusceptible to wear and tear and indestructible to anything short of high level magic.
Cheat death via lichdom.
- Fake Love
Love is said to be a form of natural Thinkamancy. Hippiemancy has some minor effects on love, but cannot create "true" love. Love is also said to mess up the dice, which may be a form of natural Carnymancy. No known spell can directly manipulate love, but the combined effects of these 3 disciplines might be able to what normal spells cannot, like: Amplify love's ability to defy the laws of Erfworld; Strengthening the bond between a compatible pairing and increasing their chances of getting together; Manipulate an incompatible pairing into falling into a twisted, destructive mockery of love.
- Cancel Checkmate
Make it so that losing the ruler will not end the side.
Interfere with a ruler's ability to run the side, potentially preventing them from disbanding units or even giving orders.
- City Construction
Create a city where it would not normaly be possible (not a city location)
- City Expansion
Make it possible to make a city upgrade extend outside the city's actual hex boundaries, effectively treating other hexes as part of the one city.
- Limit Break City Upgrade
Make it possible to upgrade a city beyond level 5.
- Garrison Defense
Break the rule that a city falls when its garrison is taken.
- Slapstick Traps
Create Wile E. Coyote styled trap (painted tunnel and such)
- Upgrade to Capital Site
Create a Capital on a normal city site
- Hex/Terrain Rule Manipulation
Change the rules in one hex or terrain type: like the magic kingdom which function very differently than other hexes
- Displaced Traps
Create pit trap on inappropriate terrain (water or the middle of the sky)
- Selective Fire
Create a fire that only damages entities with certain qualities, like for example, belonging on an enemy side.
- Hex Boundary Swap
Generally speaking, it is taken for granted that exiting a hex will take you to the adjacent one. This caster link might be capable of diverting the hex boundary to connect to somewhere else entirely. Possibly even the other side of the very same hex.
Create a "scape goat" to take the consequences of a bad prediction in place of the original target.
Make it nearly impossible to find a place by non-magical means, perhaps in a similar manner to the Smurf village.
- Mind Control
Thinkamancy, Foolamancy, and Carnymancy are the primary disciplines for manipulating the mind, and as such, the combination of all 3 could probably allow for total mind control.
Allow a unit to become completely invisible instead of just disguised, obscured, or displaced like what Foolamancy is normally limited to.
- Terrain Illusion
Ward an area with an effect that prevents units from reaching said area and gets them turned around no matter how hard they try. Alternatively, could be used to create a prison that prevents units from leaving in the same fashion.
- Sensorial Damage
Foolamancy can simulate touch, and yet is presumably unable to inflict damage. Since Carnymancy works in the first place by manipulating reality through a unit's beliefs, this caster link might enable the casters to manipulate that rule and blur the difference between reality and illusion, allowing injuries to be reduced to Foolamancy and conversely enabling Foolamancy to impact more than just the senses. This linkup even may well allow for full fledged reality warping.
- Anti-Portal Disbandment Shield
Teleport directly to a location.
- Daemon Summoning
- Luck Theft
Steal another side's good luck.
- Game Change
Numbers that are bad in one game can be beneficial in another depending on the rules. Since Carnymancy is the magic of rigging the game, this might allow the casters to twist what would normally be bad luckamancy into something beneficial. As a minor example, in WB2014 Duke Forecastle - Part 23, the act of stealing luckamancy from aiming harpoons prevented from even leaving the ship, not only building up good luckamancy, but saving the harpoons for later. This linkup could probably take a more creative play on this.
Prove that 1 = 0.
- Custom Unit Popping
Influence the design of a unit in production, determining personality traits, appearance, and anything else Fate would decide, such as popping a caster versus a warlord and whatever random specials the unit type can pop with.
- Broken Window Bonus
Add a bonus to schmucker production for each broken window in a city.
- Ponzi Scheme
Inspire Ponzi schemes.
- Diminishing Return Manipulation
Manipulate the diminishing returns rule.
- Prediction Manipulation
Accurately gauge and cancel a specific fated event or ensure that the prediction manifests in your favor.
- Prediction Creation
Create fated events yourself as the Titans do.
- Prediction Fight
Pit two incompatible Fates against one another.
- Altered Equilibrium
Change the rules under which Fate maintains balance, allowing a prophecy to be fulfilled in a way that was unavailable before.
- Negate Contract
Negate a magically enforced contract for one turn.
- Fulfill Contract
Force a contract to be considered fulfilled even trough it isn't.
- World of Symbolism
Break down the difference between the concrete and the abstract. The result would likely be dreamlike and difficult to comprehend.
Allow a unit to enter "god mode", attaining invincibility from all conventional attacks for one turn.
- New Special
Create new specials not previously seen in Erfworld.
- Terrain Type Enhancement
Change terrain type.
Petrify enemy units.
- Advanced City
A retconjuration reveals that Changemancy is very similar to Dirtamancy, except it focuses on finer details with smaller objects and is unable to create new units. As such, this linkup might allow for a far more sophisticated and magically advanced city to be designed than by Dirtamancy alone.
- Clone into Unit
Change a unit into a doppelganger of another.
- Duplicate Item
Create permanent duplicates of existing items.
- Size Change
Make an entity bigger or smaller.
- Shifting Items
Create clothes or tools capable of shifting form according the the user's needs.
- GM Crops
Create GM crops.
- Optimal Fertilizer
Create an optimal fertilizer to improve plant growth. It might then be possible to use a subsequent linkup between the Changemancer and a Dirtamancer to modify a farm hex to use the same formula and add a bonus to the production of rations.
- Restore Unit
Repair long term damage, such as that caused by the heroine buds.
- Item Buying
Directly convert schmuckers into other things and vice versa.
- Expanded Product Line
Many units, such as golems, have to be custom made. And all capitals only have a limited selection of units they can create, such as Gobwin Knob being unable to pop Archons. This linkup might make it possible to add new items to what a capital city and its associated cities can produce.
Make it possible to create battery magic items, that could be used to save Shockmancy blasts for later, or even convert Shockmancy bolts into juice.
- Enhance Unit Signamancy
Change a unit's natural Signamancy. This linkup would presumably be unable to change a unit's species or unit class, but might be able to change a unit's gender, complexion, hair color, and possibly even their personality to a degree.
- Change Unit Type
Change a unit of one type into a different type of unit.
- Heir to Frog Conversion
Turn heir into frogs or vice versa.
- Petrifying Breath
Modify a Breath Weapon special into a petrifying breath.
- Harvest Juice
Harvest juice from the lingering life forces of those deceased.
- Phone Line Installation
There are certain forms of natural Thinkamancy that can be used at no cost, such as a ruler's order. This linkup might make it possible to forge entirely new connections that similarly function at no cost in juice after their initial creation.
- Corpse Golem
Create special coffins that can preserve bodies against decay for future use.
- Death Metal Golem
Create a "Death metal golem", an stronger version of the metal golem, capable of using basic Shockamancy or applying status effects on enemy units. This golem might look similar to a certain Marvel supervillain.
Can create a Graveyard or a series of catacombs that would save any corpse stored there from rotting. A link-up between a Hat Magician and a Croakmancer would upgrade the Graveyard to conjure any corpses that depops in a hex with the units of that side. This might also give a terrain bonus to uncroaked units.
- Corpse Golem
- Voodoo Doll
Create a voodoo doll, which could be bound by Thinkamancy to some enemy unit, exert a level of control over them, and via Croakamancy, torture them.
Create a "mummy" uncroaked unit, which would not decay like a regular uncroaked.
- Berserker Armor
Create magical armor. The armor would respond to the user's desires like an extension of their own body as well as boost their strength. While it would presumably be unable to actually heal damage, it could keep a unit's body functioning past its natural limits, allowing them to fight long after they should have been incapacitated or croaked.
- Zero Upkeep
- Death Plague
- Death Blossom
Create a flower that releases a death curse attack in all directions.
- Feign Death
Create a "feign death" spell or magic item to send a unit into something similar to death, except that it is only temporary. This could be used to trick enemies or perhaps be used as a loophole around contracts that are meant to last until death.
Uncroacks a corpse into a ghost restoring its mind but making it intangible.
- Dimensional Lock
Ward an area to block magic hats, portals, or any other form of teleportation.
Resurrect units croaked within the past turn as long as the head is mostly intact.
- Freshen Corpse
Significantly slow down the decaying process of uncroaked units.
- Death Glare
Grant a unit the ability to kill any unit that looks it directly in the eyes.
- Corpse for Gem Conversion
Depop corpses for gems.
- Ghost Whispering
Natural Signamancy is capable of commemorating those long deceased, so it would seem that Erfworld stores information about them somewhere. And according to the Book of Canon, the deceased do move on to another state of existence. This linkup might make it possible to commune with Erfworlders that have passed on to the afterlife.
Hexes gradually return to their original state as a function of natural signamancy. This linkup might make it possible to do something similar to a unit and make a unit's very existence a part of the world's natural state, and thus eventually restore them when they croak.
- Retconjuration Proofing
Protect information against Retconjuration, making it possible to notice when changes have been made.
- Cutting Threads
Use something similar to Signamancy's contract enforcement and Croakamancy's ability to torture people and assemble it into a curse with specific trigger and release conditions.
- Meme Virus
Create an idea that is literally infectious.
- Precision Shock
Combine a Shockamancer's raw power with a Croakamancer's knowledge of anatomy in order to croak targets far more efficiently. For example, rather than frying a unit's entire body, a tiny volt of Shockamancy is applied to where it would do the most damage. And thanks to a Shockamancer's raw power, it would be possible to croak units on a massive scale. It might even be possible to extend the range infinitely by channelling the Shockamancy through Thinkagrams.
- Electric Chair
Create a magic chair that can be used to torture or execute a prisoner.
Create a magic item that can lock units into stasis, much like when a city goes neutral.
Since the "weird" can potentially refer to ghosts and Croakamancy is Erfworld's closest parallel to necromancy, the magic of the dead, it might be possible to use this to create ghost units.
- Death Curse
Wyrd can refer to Fate. It might be possible to use this combination to apply a sort of death curse to an enemy unit.
Suppress all magic other than natural magic.
- Double Date
In a reference to double dating, figure out which units would fight side by side best, creating a bonus to Leadership.
- Shared Experience Gain
Make it possible to obtain experience from one's dittos.
- Ditto Leadership
Make it possible to appoint multiple rulers, chief warlords, and capitals at the same time on the same side.
- Data mining
Extrapolate useful patterns from vast quantities of data. For example, through long study in the library of his side, Lord Crush discovered that long, stable alliances have a tendency to fall to betrayal, with the betrayer itself falling to the side it betrayed them to. This caster link could make similar discoveries by being fed data with a Thinkamancy enhanced library or something of a similar nature.
- Social Networking
With Date-a-mancy's power over data and connections, along with Findamancy to keep everything organized, it might be possible to create a magic item that can increase the number of casters that can participate in a linkup.
- Date Finding
Finds the best unit on the side to be in a relationship (romantic or otherwise) of the targeted unit.
- Universal Empathy
Bind a group of units through Thinkamancy into a powerful connection, forcing all of them to understand one another and making them very unlikely to hurt one another.
- Measure Luckamancy
Measure the amount of Luckamancy a side has to spare across different things.
- False Regency
Create an enchantment that produces the same effects as a regent warlord.
- Romantic Prediction
Predict how well a couple is likely to turn out.
- Love Song
Creates a song that forces units to fall in love.
- Discordant Symphony
Creates a song that can disrupt Dance Fighting and Rocking Out
- Data Books
Create a magic book that records a set of statistics over a period of time, such as population count, rain levels, etc.
- Data Maps
Organize data into mind maps.
- Name Change
Change a unit's true name.
- Stat Display
This could be used to make hidden stats, such as experience and loyalty visible. It could also make it possible to create new stats whole-cloth. For example, a unit's IQ score could be quantified into an "intelligence" stat, their general sociability could be quantified into "charisma", their decision-making skills quantified into "wisdom", etc. Similarly, it could be used to keep easy track of "credit" information for more sophisticated money systems, like how many credits a barbarian unit is owed by some side.
- Egregore manipulation
Connect to the collective subconsciousness of a side. This might make it possible to interact with a side's intuition. It may also be possible to feed data to it, influencing its culture, instinctive knowledge, Fate, and perhaps even encourage a side to become more likely to pop units with certain traits, such as flyers, seafarers, or casters.
- Turning Efficiency
Thinkamancy and Turnamancy allow units to be turned to a different side, while Date-a-mancy gives insight into a unit's relationships with others. A combination of the three might enable a side to turn units far more efficiently than any one of these casters separately by applying the correct turning units to the ones that are attempted to be turned.
Disable the abilities associated with mechanically enforced positions, such as a Chief Warlord's ability to add a bonus to the entire side. Conversely, it might also be possible to create new positions entirely, with appropriate special abilities relating to the job.
At a cost in schmuckers, promote a unit to nobility or even royalty.
Create a city with more automated capabilities, like elevators, indoor plumbing, automated gun turrets, and the ability to obey more sophisticated orders than an ordinary city. It would also likely be compartmentalized and make it easy to shift rooms around.
- Doll Factory
Create a building that produces Dollamantic units more efficiently than the caster alone.
- Long-Range Traps
This combination could find enemy Units and then sink them into the very ground they stand on from far beyond the range of any weapon.
- Dowsing Rod or Sonar
Create a dowsing rod or sonar magic item, which could find various objects or areas underground, like gems or tunnels.
- Farm Terrain
Convert terrain type to a farm.
- Forest Terrain
Convert terrain type to forest.
- Tree House
- Holotec City
Upgrade a city to be capable of self-veiling and have holographic displays.
- Veiled Traps
Create a Holodeck.
- Portal Construction
Create a portal. Possibly modify the capital and its associated city template into having a portal network, allowing the side to redeploy its troops across its different cities with ease.
- Enhance Hex Size
Make a hex bigger (or smaller) on the inside than the outside.
- Dimension Creation
Create a dimensional space. This could be used to store otherwise vulnerable resources, such as farms.
- Far-sight Tower
Upgrade the tower with a far-sight ability.
- Reduced Cost City Upgrading
Upgrade cities at a greatly reduced cost without the casters being physically present in the cities. This link-up could be very cost-effective to a side that has many low-level cities.
- Manipulate Mine
Finding mines or other sources of gems. Making mines more productive (finding more gems, 'upgrading' gems to be worth more). Depending on how mines work, if mines automatically regenerate gems over time, it might even be possible to use this combination to create a mine.
- City Site Creation/Destruction
Modifying a terrain type to create (or destroy) a city site.
- Gem Golem
Turn Schmuckers and Gems into Golems made out of gems.
- Divination Gem
In a reference to geomancy, create a magic item that can be used for divination.
This combination could create a Lodestone -- a natural magnet -- which could be used to point to magnetic north for navigation, or if made much more powerful, affix metal-clad Units in place or rip the metal weapons from the hands of troops.
- Upgraded Lighting Trap
Create a lightning rod to protect a city from shockamancy attacks and redirect them at opponents. In DigDoug Episode 3, it is confirmed that a Dirtamancer can already do something similar on their own, but this linkup may offer further improvements. For example, it might allow this trap to become self-powered. It might alternatively allow the tower to save up the Shockmancy it absorbs for future use, maybe even convert it into juice.
- Electric Wall
Create an electrically charged wall.
- City Templates
Connect a city's library to the underlying template Erfworlder's use when designing their city and make it possible to edit the template. For example, Dirtamancers can create lightning traps to redirect lightning, while a warlord upgrading a city cannot. It is also notable that those with lesser skill in Dirtamancy risk damaging a Dirtamancer's custom work when upgrading a city. Using a library enhanced in this way, it may be possible to only hire a Dirtamancer once to add their custom designs to the city template, and have some warlord upgrading the city add them without needing a Dirtamancer in the future.
- Feng Shui Building
Modify a structure to have good "feng shui", diffusing bad karmic energy harmlessly and improving a side's likelyhood of having a good Fate.
- Capital Signamancy Switch
If a city of another side is captured, it will continue producing units of that side. If the city is then razed and rebuilt, it will produce units of the capital of its new side. This linkup might make it possible to switch the city's affiliated capital without razing it, therefore saving schmuckers.
- Capital Site Creation
A Dirtamancer and Signamancer could tap into the underlying power of signs and improve the signamancy of a city site until it is so grand that it becomes a capital site.
- Move Cost Hex Manipulation
Modify a hex's move cost, raising it, lowering it, or even removing it entirely. Since city zones, which function similarly to hexes, can be crossed off-turn only by the owning and allied sides, it might even be possible to apply a rule that only allows the hex to have zero move cost to the casting side.
- Hex Production Enhancement
Accelerate (or decelerate) the pace at which a hex produces over time. For example, a farm's production or a mine's gem replacement could be increased.
Create buildings that can aid in production in an automated fashion.
- Drill Tank
Create a vehicle capable of burrowing through the earth.
- City Special
Give cities a special from a unit. Ex: A flying city, with the Flight Special, protecting it from conventional attack, save flyers and casters. A Inferno city, with the Fire Resistance and the Fire Special, that damages any unit without the Fire Resistance special and never turns into a Ash Hex.
- Weather Manipulation
- Non-Euclidian City
Build a non-euclidian city such as R'lyeh.
- Brown Dwagon
Converts a Dwagon or soon to be popped Dwagon unit of any color into a Brown Dwagon unit. Brown dwagons lack the Flight special, having instead the digger special and being tunnel capable.
- Duplicate Corpse
Normally, duplicates do not leave a body. But this caster link might be able to make a double persist after croaking, thereby enabling a unit to convincingly fake its death.
- Uncroacked Replica
Creates an uncroaked that's an exact replica of the targeted living unit.
- Mimic Doll
Create a decoy doll, able to mimic the appearance of another unit, and possibly even able to mimic its abilities. It might even be possible to link the original unit with the doll via Thinkamancy, effectively enabling the original unit to be in multiple places at once.
- Found Replica
Creates a replica of a item that can be found by a Findamancer.
- Quantum Key Distribution
Use a magical equivalent to quantum key distribution, making possible to detect if a Thinkagram is being intercepted.
- Copy Rolls
"Copy" Numbers rather than "stealing" them, allowing a unit to have good luck without causing bad luck for other people.
- Juice Buying
- Everfull Purse
Create a magic book capable of recording objects and units. Said book could then be activated to create temporary dittos. Additionally, it may be possible for any stuffamancer to create permanent copies.
- Tied Fates
Symbolically connect two things. For example, the casters might link a statue to a unit. If the unit croaks, the statue will shatter.
- Personified Personality Fragment
Conjure a symbolic representation of an aspect of a unit's personality. For example, it might have been possible to use this to manifest Jillian's jester as an actual unit.
- Card Games
Can record units in the form of magics cards that can then be used to summon a ditto.
- Multiple Turns
Give a side multiple turns in the same day.
- Massive Production Boost
Could be used to massively increase rate of production, which could very well make Parson Gotti's idea for a side with zero upkeep plausible.
- Evil Twin
Replicate enemy units as friendlies. This could be used to disrupt an enemy in attack and defensive actions allowing for friendly troops to appear in the middle of a engagement. Clearly, the copied units would all have goatees. (see Evil Twin on Tvtropes )
- Agent Smithing
Turn Someone into someone else, duplicating one unit and erasing the other.
- Copy Special
- Farming Scarecrow
Create a scarecrow variant with the ability to farm for more upkeep.
- Farming Tools
Create farming tools that give a bonus to the production of rations.
- Veiling Raiment
Creating raiment with built in Foolamancy, such as camouflage or invisibility.
- Animated Armour Trinket
Create a "transformation trinket" style magic item to quickly dress the user in adjustable armor capable of animating itself according to mental commands.
- Portal Gun
Create an item capable of creating linked portals on surfaces, similar to the video game.
- Healing Golem
Create golems that can heal golems and non-golem units.
- Healing Raiment
Create clothes or bandages that effectively grant the wearing unit the regenerate special, healing hits over time.
- Self-Repairing Armour
Create armor capable of gradually self-repairing over time.
Create a healing vehicle.
- Prediction Puppets
Create a magic item that allows a predictamancer to make more accurate predictions by showing what will happen with animated puppets.
- Turning Coat
Create a magic coat that subtly influences the wearer to change sides.
- Steam Punk
Create steam and clockwork based technology. With the additional assistance of a Weirdomancer or Changemancer pitching in, it may also be possible to use this combination to create an airship.
- Jinxed Dummy
Create a training dummy with perpetually bad luck, making training easier and using up the side's bad numbers at the same time. The side could potentially use their training dummies against each other, with one dummy's horrible to-hit chance balanced out by the other dummy's horrible dodge chance and using up bad numbers from both sources.
- Shock Cannon
Create a shockmancy hand cannon.
Meddle with whatever mechanism Thinkamancers use to locate or identify whoever they are speaking to in order to trick them into calling the wrong person.
- Receiverless Transmission
Upgrade eyebooks so that they can transmit free, full fledged Thinkagrams to anyone instead of only eye books.
Scry on any position anywhere.
Figure out the best way to achieve a desired goal.
- Search Library/Book
Enchant a library or book to contain search functionality.
- Tracking Device
Create a tracking device.
- Magic Path
Create a trail that is perceptible only to units fitting in certain categories.
- Fated Attraction
- Stimulant Crop
Create an Erfworld equivalent to coffee, effectively producing a ration that can apply the effect of the Thinkamancy spell that acts as a stimulant.
- Medicinal Drug
Create medicinal drugs that can be used to heal units. (Olive Branch outright states that this is possible, though it is unclear that she can be trusted in this.)
- Money Tree
- Power Plant
Create a plant capable of generating Shockmancy.
- Pressed Flower
Create pressed flowers.
- Necrotic Augmentation
Use Thinkamancy and Foolamancy to connect a Croakamancer to living units, allowing the Croakamancer to extend their bonus to uncroaked to include living units as well.
- Mindtrapping Illusion
Combine Croakamancy's ability to connect things to their will with Foolamancy, generating illusions that can incapacitate enemy units by imprisoning them in their own minds.
- Encrypted Eyebook
Modify an eyebook to perform encryption.
- False Prophecy
Manipulate Fate to create a false prophecy so as to fool another side's Predictamancers.
- Spell Code Google
This could be used to upgrade the "spellbook" magic item described in Signamancer/Weirdomancer to abstract spells into a "programming language" of sorts, making it easier for casters to develop spells involving different disciplines.
- Holo Library
Upgrade a library to use holographic displays in place of or in addition to books. Normally, an Erfworld library automatically pops with a random selection of all the books that have ever been published. Since a holographic display would not consume space with physical volumes, this might give an Erfworld library access to all of them.
- Selective Veiling
Modify a permanent veil to fool units selectively. For example, a secret entrance might be kept concealed from enemy units, but remain in plain sight for all allied units. Or create a veil that is tailored appropriately to different units for a specific purpose. For example, they could create a veil designed to make each soldier in an enemy army perceive their own personal worst fear.
- False Flag Attack
Normally, when a city falls, the side it originally belonged to will know the name of the side of the attacker. This Linkup might make it possible to trick all the senses used to distinguish sides, allowing a side to make the enemy think their units belong to a different side.
- Epileptic Seizure
Create Foolamancy designed to induce epileptic seizures in enemy units.
- Thinkspace Acceleration
Increase the speed of time/thought in Thinkspace.
- Sixth Sense Foolamancy
Create illusions that can interact with a caster's magical senses. This could be used to show the shape of a spell to another caster, share caster sense with non-casters, trick casters with fake spells, and possibly even create illusions capable of fooling ordinary foolamancers.
- Casterlink Hat
Create a special type of thinking cap/message hat that can be used to transmit thinkagrams and make caster links more stable. Normally, the participants in a caster link must hold hands or be bound by objects such as chains. This could connect them through hatspace, allowing the casters to drift further apart.
- Filtered Thinkingcap
A normal thinking cap presumably blocks out all thinkamancy. This linkup might be capable of creating an improved version, that doesn't block ordinary communication. And while it would protect from hostile Thinkamancy, it would still leave the wearer aware of the fact that a mental attack is being attempted.
- Lookamancy Visor
Create a visor that gives access to various Lookamancy based specials and enables the wearer to detect Foolamancy.
- Schmucker Space Purse
- Intuition Headband
Create a headband capable of enhancing a unit's intuition.
- Rhyming Hat
Create a magic hat that assists the wearer in using Rhyme-o-mancy or even playing Rhyme-o-mancy on its own, using the associated bonus to improve leadership or spellcasting.
- Intercept Hat Message
Redirect someone else's hat message.
- Juice Buying
Convert schmuckers to juice.
- Health Buying
Heal a unit by paying schmuckers.
- Information Restoration
Restore damaged information, such as lost memories, burnt books, a poorly captured recording, etc.
- Signamancy Restoration
Restore a unit's signmancy to the original that they popped with.
- End of Turn Healing
Simulate end of turn healing, allowing healing on a side wide scale.
- Healomancy over Time
Teach a Turnamancer how to emulate Healomancy with their own discipline. This would presumably allow a Turnamancer to heal anything that can be healed by the standard end of turn healing, but would not enable them to heal forms of incapacitation that croak the victim at the end of turn.
- Blind Blast
Creates a blast of shockamancy/lookamancy that blinds every unit damaged by it.
- Minimap Item
Create a magic item that can map the user's current location.
- Permanent Blind
Alters a unit own signamancy to permanently turn them blind.
- Targeted Luck
The Mathamancer determines the most important battles and the Luckamancer tilts them in his side's favor, perhaps more efficiently than if they did so without the link.
- Luck Buying
Spend schmuckers to produce more good luck for the side.
- Enhanced Prediction
Predictamancy does not literally predict the future as Mathamancy does, but rather by viewing behind the scenes information, including Fate's plan for Erfworld. By feeding the variables acquired from Fate into Mathamancy calculations, it may be possible to acquire very accurate information on what the future holds, at least until their prediction is disrupted by their attempts to act on this knowledge.
- Laplace's Daemon
- Karma Buying
Spend schmuckers to improve a side's karma.
- Book Shopping
Allows the library to buy and sell books with Schmuckers.
- Automatic Accounting
Create self-maintaining ledgers.
- Checking Account
Moneymancy can allow the schmuckers in a treasury to take physical form as a gem. Signamancy can be used to create contracts that transfer funds as the contract's terms allow. A combination of two might make it possible to enchant the treasury such that the side can transfer funds whenever they want without repeated castings.
- Treasury Robbery
Steal schmuckers from an enemy's treasury.
- Special Buying
Allow normally inappropriate specials to be paid for and bought (made permanent) for unit: flying siege engines, tunnelling dwagons, heavy archons, etc.
- Weird Popping
Allow the popping of such weird units.
- Weird Promotion
Allow for promotions that are not available by default, such as promoting infantry and warlords into gaining the caster special or conversely adding warlord status to an existing caster.
- Hedgehog's Curse
A unit gains a Special called the Hedgehog's Curse. They have a Purse that can be filled with Schmuckers and everytime they are hit they suffer knockback, become invincible for a few seconds and empty all their purse in the form of gems/physical schmuckers. These can be gathered to automaticly refill their purse. If the purse is empty at the time they take any damage they will instantaneously croak.
- Signmantic Prediction
Teach a Signamancer to emulate Predictamancy with their own discipline.
Figure out how to set up ideal rituals to shape Fate towards a specific purpose. For example, this linkup would realize that calling a ship the HMS Hubris Unsinkable is a very bad idea. Conversely, calling a ship the Born Lucky would likely result in the ship being Fated to receive the occasional Luckamancy boost. Another example might be to setup a green house and other items that suggest the existence of a Florist a side does not actually have, influencing Fate into causing them to pop a Florst in the future.
- Book of Prophecies
Creates a book that registers every prediction known to the side and tell us if its unfulfilled or fulfilled.
- Prophetic Intuition Special
Gives a unit a special that allows it to fight like a Predictamancer.
- Forcefield Creation
Create forcefields, similar to the hex boundaries.
- Juice Generator
Create a magic item or building designed to convert Shockmancy to juice.
- Forced Turning
Force a unit to switch sides without necessarily brainwashing them and obtaining their consent.
Force a unit to be bound by a contract neither they nor those with the authority to do so ever signed.
- Turn Order
Change a side's spot in the natural turn order.
Create a "spellbook" magic item, which would function similarly to a scroll, except that it would have multiple pages for multiple spells, cost juice, be reusable, and even be capable of helping teach said spells.
- Knowledge Specials
This caster link might make it possible to expand existing knowledge based specials, such as enabling twolls to fabricate missiles instead of just armor and furniture. It might even enable the creation of entirely new knowledge based specials. For example, Erfworld has had a limited supply of guns for some time, but it is only recently that they have begun to enter common warfare. While Erfworld has units specialized in archery, there is no such thing as a rifleman. This linkup might be capable of inventing a gun-based equivalent to the archery special, giving units so endowed knowledge of how to operate them and giving them a bonus to firing.
Disable a unit's ability to speak language. This spell might receive an especially large bonus if casted from a tower.
Conversely, it could enable a unit to speak all languages.
- Land Ship
Create a self powered ship that can traverse land the same way normal ships traverse the sea.
This section is intended to describe speculated spells, upgrades and items created by a Link-up that are not composed of a Thinkamancer and one or two Casters.
Multiple Thinkamancer Linkups
This concept of this combination is that one Thinkamancer can link two more, which allows those two to link together two more Casters each, allowing a combination of five Disciplines instead of three. Although conceptually possible, Linking is described as an ability, not a spell, and as such might not be enhanced by the Link. If Linking devolves the mind to a function, and abilities are learned outside that function or if the suppression of others' individuality requires individuality of your own, then the two Linked Thinkamancers would not have access to this ability. Given the complexity of the Summon Perfect Warlord Spell, it may have required more than three Disciplines to create, and so may have been the result of a Link of this type. Given the danger of unravelling a link of only three Casters, unravelling more than three could not be anything less than suicidally dangerous.
- Another thought is to use a thinkamancer to chain together two other links, treating each chain as a single entity, as is the nature of the linkup. this would, of course, result in a total of seven participants and like mentioned, would be suicidal to separate without entire groups of thinkmancers working together, slowly, to unravel the linkup.
Potentially, a three thinkamancer link-up could also provide thinkamancy unparalleled outside of the Arkendish. Outright mind control as opposed to suggestion spells. Vastly improved thinkagrams. Stronger resilience of the link between casters, to the level that merely mentioning their names wouldn't kill them.
Thus far, linkups have only been formed between casters. Forming a linkup between a Thinkamancer and a Warlord, or at least, some equivalent to a linkup, probably isn't even possible under normal circumstances. It should be noted however, that Warlords and Casters are popped in the same way, and that at least one warlord, Parson Gotti, has been strongly hinted to be dual classed, qualifying as a caster of some kind. If there is a way to link a warlord with a Thinkamancer, or at least create a dual class Thinkamancer/Warlord, it would open up all kinds of possibilities, especially if a Date-a-mancer is added to interact with the warlord's leadership.
- Transmit the Warlord's leadership bonus across more units, as well as distant ones in a far away hex.
- Create a magic item that gives the wearing unit access to the Warlord's skill, making it self led and possibly giving a bonus to experience until the unit reaches the Warlord's own level.
- True Resurrection
By using Signamancy to grab a unit's information, this might allow resurrection as described in the Thinkamancer/Croakamancer/Healomancer linkup except without the need for a body. Since 4 caster links are currently beyond mortal capacity, this remains entirely theoretical.