- Uncroaking recently deceased units.
- Creating headaches.
Croakamancy has significant limits - the uncroaked have a limited persistance ('lifespan' seems inappropriate somehow) before they rot down and disintergrate and the transition to their new twilight existence robs them of a lot of their higher brain functions: casters lose their magical abilities, warlords lose a great deal of their initiative and command skill and regular units lose pretty much all trace of their identity. However, some abilities are maintained, and an uncroaked warlord can still lead to some degree and uncroaked flying units can still fly.
The amount of time and attention a Croakamancer invests in uncroaking a creature has a significant effect - a mass of creatures uncroaked in a hurry will only last a few turns, but an individual or small group carefully revived can last a very long time indeed.
A Croakamancer can also provide significant leadership bonuses to uncroaked units in combat and a master can even lead them in a dance fight - assuming he or she is capable of dance-fighting themselves. This is significant because very few casters have the ability to provide a leadership bonus.
So far the only known fusion involving Croakamancy was the uncroaking of the Gobwin Knob volcano which ended the Battle for Gobwin Knob. This required the linkup of a Master Dirtamancer (Sizemore Rockwell) and a Master Croakamancer (Wanda Firebaugh) by an experienced Thinkamancer (Maggie). Such a casting should not be expected to occur with any great frequency.