Difference between revisions of "Speculative Link-ups"

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{{Fanon}}
 
{{Fanon}}
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__NOTOC__
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(* note all linkups are in alphabetic order by the names of what is being linked *)
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{| class="wikitable"
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|+List of Normal Speculative Link-ups
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|-
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! Combine<br> Horizontal<br> with<br> Vertical<br> to<br> find<br> Linkup !! | ''N<br>o<br>n<br>e'' !! [[ Findamancer|F<br>i<br>n<br>d<br>a<br>m<br>a<br>n<br>c<br>e<br>r]] !! [[ Predictamancer|P<br>r<br>e<br>d<br>i<br>c<br>t<br>a<br>m<br>a<br>n<br>c<br>e<br>r]] !! [[ Mathamancer|M<br>a<br>t<br>h<br>a<br>m<br>a<br>n<br>c<br>e<br>r]] !! [[ Turnamancer|T<br>u<br>r<br>n<br>a<br>m<br>a<br>n<br>c<br>e<br>r]] !! [[ Dollamancer|D<br>o<br>l<br>l<br>a<br>m<br>a<br>n<br>c<br>e<br>r]] !! [[ Weirdomancer|W<br>e<br>i<br>r<br>d<br>o<br>m<br>a<br>n<br>c<br>e<br>r]] !! [[ Dirtamancer|D<br>i<br>r<br>t<br>a<br>m<br>a<br>n<br>c<br>e<br>r]] !! [[ Changemancer|C<br>h<br>a<br>n<br>g<br>e<br>m<br>a<br>n<br>c<br>e<br>r]] !! [[ Dittomancer|D<br>i<br>t<br>t<br>o<br>m<br>a<br>n<br>c<br>e<br>r]] !! [[ Lookamancer|L<br>o<br>o<br>k<br>a<br>m<br>a<br>n<br>c<br>e<br>r]] !![[ Thinkamancer|T<br>h<br>i<br>n<br>k<br>a<br>m<br>a<br>n<br>c<br>e<br>r]] !! [[ Foolamancer|F<br>o<br>o<br>l<br>a<br>m<br>a<br>n<br>c<br>e<br>r]] !! [[ Florist|F<br>l<br>o<br>r<br>i<br>s<br>t]] !![[ Signamancer|S<br>i<br>g<br>n<br>a<br>m<br>a<br>n<br>c<br>e<br>r]] !! [[ Date-a-mancer|D<br>a<br>t<br>e<br>-<br>a<br>-<br>m<br>a<br>n<br>c<br>e<br>r]] !! [[ Shockmancer|S<br>h<br>o<br>c<br>k<br>m<br>a<br>n<br>c<br>e<br>r]] !![[ Croakamancer|C<br>r<br>o<br>a<br>k<br>a<br>m<br>a<br>n<br>c<br>e<br>r]] !! [[ Retconjurer|R<br>e<br>t<br>c<br>o<br>n<br>j<br>u<br>r<br>e<br>r]] !![[ Hat Magician|H<br>a<br>t<br> <br>M<br>a<br>g<br>i<br>c<br>i<br>a<br>n]] !! [[ Carnymancer|C<br>a<br>r<br>n<br>y<br>m<br>a<br>n<br>c<br>e<br>r]] !! [[ Rhyme-o-mancer|R<br>h<br>y<br>m<br>e<br>-<br>o<br>-<br>m<br>a<br>n<br>c<br>e<br>r]] !![[ Luckamancer|L<br>u<br>c<br>k<br>a<br>m<br>a<br>n<br>c<br>e<br>r]] !![[ Healomancer|H<br>e<br>a<br>l<br>o<br>m<br>a<br>n<br>c<br>e<br>r]] !![[ Moneymancer|M<br>o<br>n<br>e<br>y<br>m<br>a<br>n<br>c<br>e<br>r]]
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|-
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| [[Findamancer]] || [[#Findamancer|Non]] || [[#Findamancer/Findamancer|Fin]] || [[#Findamancer/Predictamancer|Pre]] || [[#Findamancer/Mathamancer|Mat]] || [[#Findamancer/Turnamancer|Tur]] || [[#Dollamancer/Findamancer|Dol]] || [[#Findamancer/Weirdomancer|Wei]] || [[#Dirtamancer/Findamancer|Dir]] || [[#Changemancer/Findamancer|Cha]] || [[#Dittomancer/Findamancer|Dit]] || [[#Findamancer/Lookamancer|Loo]] || [[#Findamancer/Thinkamancer|Thi]] || [[#Findamancer/Foolamancer|Foo]] || [[#Findamancer/Florist|Flo]] || [[#Findamancer/Signamancer|Sig]] || [[#Date-a-mancer/Findamancer|Dat]]  || [[#Findamancer/Shockmancer|Sho]] || [[#Croakamancer/Findamancer|Cro]] || [[#Findamancer/Retconjurer|Ret]] || [[#Findamancer/Hat Magician|Hat]] || [[#Carnymancer/Findamancer|Car]] || [[#Findamancer/Rhyme-o-mancer|Rhy]] || [[#Findamancer/Luckamancer|Luc]] || [[#Findamancer/Healomancer|Hea]] || [[#Findamancer/Moneymancer|Mon]]
  
This page is intended to describe potential spells and items created by Casters joined by a Thinkamancer Link-up. As the abiltiies of more Disciplines are revealed, the possible combinations will grow significantly.<br>
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|-
<br>
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| [[Predictamancer]] || [[#Predictamancer|Non]] || [[#Findamancer/Predictamancer|Fin]]  || [[#Predictamancer/Predictamancer|Pre]] || [[#Mathamancer/Predictamancer|Mat]] || [[#Predictamancer/Turnamancer|Tur]] || [[#Dollamancer/Predictamancer|Dol]] || [[#Predictamancer/Weirdomancer|Wei]] || [[#Dirtamancer/Predictamancer|Dir]] || [[#Changemancer/Predictamancer|Cha]] || [[#Dittomancer/Predictamancer|Dit]] || [[#Lookamancer/Predictamancer|Loo]] || [[#Predictamancer/Thinkamancer|Thi]] || [[#Foolamancer/Predictamancer|Foo]] || [[#Florist/Predictamancer|Flo]] || [[#Predictamancer/Signamancer|Sig]] || [[#Date-a-mancer/Predictamancer|Dat]] || [[#Predictamancer/Shockmancer|Sho]] || [[#Croakamancer/Predictamancer|Cro]] || [[#Predictamancer/Retconjurer|Ret]] || [[#Hat Magician/Predictamancer|Hat]] || [[#Carnymancer/Predictamancer|Car]] || [[#Predictamancer/Rhyme-o-mancer|Rhy]] || [[#Luckamancer/Predictamancer|Luc]] || [[#Healomancer/Predictamancer|Hea]] || [[#Moneymancer/Predictamancer|Mon]]
==[[Thinkamancer]]/[[Thinkamancer]]/[[Thinkamancer]]/Others==
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This concept of this combination is that one Thinkamancer can link two more, which allows those two to link together two more [[Caster]]s 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.
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* 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.
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<br>
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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.
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==[[Thinkamancer]]/[[Croakamancer]]/[[Dirtamancer]]==
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|-
This combination could create Bone and Flesh Golems from corpses unable to be [[uncroaked]].
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| [[Mathamancer]] || [[#Mathamancer|Non]] || [[#Findamancer/Mathamancer|Fin]]  || [[#Mathamancer/Predictamancer|Pre]]  || [[#Mathamancer/Mathamancer|Mat]]  || [[#Mathamancer/Turnamancer|Tur]]  || [[#Dollamancer/Mathamancer|Dol]]  || [[#Mathamancer/Weirdomancer|Wei]]  || [[#Dirtamancer/Mathamancer|Dir]]  || [[#Changemancer/Mathamancer|Cha]]  || [[#Dittomancer/Mathamancer|Dit]]  || [[#Lookamancer/Mathamancer|Loo]]  || [[#Mathamancer/Thinkamancer|Thi]] || [[#Foolamancer/Mathamancer|Foo]]  || [[#Florist/Mathamancer|Flo]]  || [[#Mathamancer/Signamancer|Sig]]  || [[#Date-a-mancer/Mathamancer|Dat]]  || [[#Mathamancer/Shockmancer|Sho]]  || [[#Croakamancer/Mathamancer|Cro]] || [[#Mathamancer/Retconjurer|Ret]]  || [[#Hat Magician/Mathamancer|Hat]] || [[#Carnymancer/Mathamancer|Car]]  || [[#Mathamancer/Rhyme-o-mancer|Rhy]]  || [[#Luckamancer/Mathamancer|Luc]]  || [[#Healomancer/Mathamancer|Hea]]  || [[#Mathamancer/Moneymancer|Mon]]
  
==[[Thinkamancer]]/[[Croakamancer]]/[[Dollamancer]]==
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|-
[[uncroaked|uncroaking]] [[cloth golem]]. Creating flesh golems (with corpses that are already beyond being uncroaked)?
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| [[Turnamancer]] || [[#Turnamancer|Non]] || [[#Findamancer/Turnamancer|Fin]]  || [[#Predictamancer/Turnamancer|Pre]]  || [[#Mathamancer/Turnamancer|Mat]]  || [[#Turnamancer/Turnamancer|Tur]]  || [[#Dollamancer/Turnamancer|Dol]]  || [[#Turnamancer/Weirdomancer|Wei]]  || [[#Dirtamancer/Turnamancer|Dir]]  || [[#Changemancer/Turnamancer|Cha]]  || [[#Dittomancer/Turnamancer|Dit]]  || [[#Lookamancer/Turnamancer|Loo]]  || [[#Thinkamancer/Turnamancer|Thi]] || [[#Foolamancer/Turnamancer|Foo]]  || [[#Florist/Turnamancer|Flo]]  || [[#Signamancer/Turnamancer|Sig]]  || [[#Date-a-mancer/Turnamancer|Dat]]  || [[#Shockmancer/Turnamancer|Sho]]  || [[#Croakamancer/Turnamancer|Cro]] || [[#Retconjurer/Turnamancer|Ret]]  || [[#Hat Magician/Turnamancer|Hat]] || [[#Carnymancer/Turnamancer|Car]] || [[#Rhyme-o-mancer/Turnamancer|Rhy]]  || [[#Luckamancer/Turnamancer|Luc]]  || [[#Healomancer/Turnamancer|Hea]]  || [[#Moneymancer/Turnamancer|Mon]]
  
==[[Thinkamancer]]/[[Croakamancer]]/[[Flower Power]]==
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* Give living units zero [[upkeep]] in much the same way as [[Uncroaked]] and [[Decrypted]].
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| [[Dollamancer]] || [[#Dollamancer|Non]] || [[#Dollamancer/Findamancer|Fin]]  || [[#Dollamancer/Predictamancer|Pre]]  || [[#Dollamancer/Mathamancer|Mat]]  || [[#Dollamancer/Turnamancer|Tur]]  || [[#Dollamancer/Dollamancer|Dol]]  || [[#Dollamancer/Weirdomancer|Wei]]  || [[#Dirtamancer/Dollamancer|Dir]]  || [[#Changemancer/Dollamancer|Cha]]  || [[#Dittomancer/Dollamancer|Dit]]  || [[#Dollamancer/Lookamancer|Loo]]  || [[#Dollamancer/Thinkamancer|Thi]] || [[#Dollamancer/Foolamancer|Foo]]  || [[#Dollamancer/Florist|Flo]]  || [[#Dollamancer/Signamancer|Sig]]  || [[#Date-a-mancer/Dollamancer|Dat]]  || [[#Dollamancer/Shockmancer|Sho]]  || [[#Croakamancer/Dollamancer|Cro]] || [[#Dollamancer/Retconjurer|Ret]]  || [[#Dollamancer/Hat Magician|Hat]] || [[#Carnymancer/Dollamancer|Car]] || [[#Dollamancer/Rhyme-o-mancer|Rhy]] || [[#Dollamancer/Luckamancer|Luc]]  || [[#Dollamancer/Healomancer|Hea]]  || [[#Dollamancer/Moneymancer|Mon]]
  
==[[Thinkamancer]]/[[Croakamancer]]/[[Healomancer]]==
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|-
* Resurrect units croaked within the past turn as long as the body is mostly intact.
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| [[Weirdomancer]] || [[#Weirdomancer|Non]] || [[#Findamancer/Weirdomancer|Fin]]  || [[#Predictamancer/Weirdomancer|Pre]]  || [[#Mathamancer/Weirdomancer|Mat]]  || [[#Turnamancer/Weirdomancer|Tur]]  || [[#Dollamancer/Weirdomancer|Dol]]  || [[#Weirdomancer/Weirdomancer|Wei]]  || [[#Dirtamancer/Weirdomancer|Dir]]  || [[#Changemancer/Weirdomancer|Cha]]  || [[#Dittomancer/Weirdomancer|Dit]]  || [[#Lookamancer/Weirdomancer|Loo]]  || [[#Thinkamancer/Weirdomancer|Thi]] || [[#Foolamancer/Weirdomancer|Foo]]  || [[#Florist/Weirdomancer|Flo]]  || [[#Signamancer/Weirdomancer|Sig]]  || [[#Date-a-mancer/Weirdomancer|Dat]]  || [[#Shockmancer/Weirdomancer|Sho]]  || [[#Croakamancer/Weirdomancer|Cro]] || [[#Retconjurer/Weirdomancer|Ret]]  || [[#Hat Magician/Weirdomancer|Hat]]  || [[#Carnymancer/Weirdomancer|Car]]  || [[#Rhyme-o-mancer/Weirdomancer|Rhy]]  || [[#Luckamancer/Weirdomancer|Luc]]  || [[#Healomancer/Weirdomancer|Hea]]  || [[#Moneymancer/Weirdomancer|Mon]]
  
==[[Thinkamancer]]/[[Croakamancer]]/[[Shockmancer]]==
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|-
A [[Magic Item]] could direct shock directly to the heart of a [[unit]] that died from a failed heart (gas, death of fright, death from sudden cold), restoring it to normal life instead of [[uncroaked|uncroaking]] it.
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| [[Dirtamancer]] || [[#Dirtamancer|Non]] || [[#Dirtamancer/Findamancer|Fin]]  || [[#Dirtamancer/Predictamancer|Pre]]  || [[#Dirtamancer/Mathamancer|Mat]]  || [[#Dirtamancer/Turnamancer|Tur]]  || [[#Dirtamancer/Dollamancer|Dol]]  || [[#Dirtamancer/Weirdomancer|Wei]]  || [[#Dirtamancer/Dirtamancer|Dir]]  || [[#Changemancer/Dirtamancer|Cha]]  || [[#Dirtamancer/Dittomancer|Dit]]  || [[#Dirtamancer/Lookamancer|Loo]]  || [[#Dirtamancer/Thinkamancer|Thi]] || [[#Dirtamancer/Foolamancer|Foo]]  || [[#Dirtamancer/Florist|Flo]] || [[#Dirtamancer/Signamancer|Sig]]  || [[#Date-a-mancer/Dirtamancer|Dat]]  || [[#Dirtamancer/Shockmancer|Sho]] || [[#Croakamancer/Dirtamancer|Cro]] || [[#Dirtamancer/Retconjurer|Ret]] || [[#Dirtamancer/Hat Magician|Hat]]  || [[#Carnymancer/Dirtamancer|Car]]  || [[#Dirtamancer/Rhyme-o-mancer|Rhy]]  || [[#Dirtamancer/Luckamancer|Luc]]  || [[#Dirtamancer/Healomancer|Hea]]  || [[#Dirtamancer/Moneymancer|Mon]]
  
==[[Thinkamancer]]/[[Dirtamancer]]/[[Dollamancer]]==
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|-
* Create a "dollhouse", or rather, a city with more automated capabilities.
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| [[Changemancer]] || [[#Changemancer|Non]] || [[#Changemancer/Findamancer|Fin]]  || [[#Changemancer/Predictamancer|Pre]] || [[#Changemancer/Mathamancer|Mat]]  || [[#Changemancer/Turnamancer|Tur]]  || [[#Changemancer/Dollamancer|Dol]] || [[#Changemancer/Weirdomancer|Wei]]  || [[#Changemancer/Dirtamancer|Dir]]  || [[#Changemancer/Changemancer|Cha]]  || [[#Changemancer/Dittomancer|Dit]]  || [[#Changemancer/Lookamancer|Loo]]  || [[#Changemancer/Thinkamancer|Thi]]  || [[#Changemancer/Foolamancer|Foo]]  || [[#Changemancer/Florist|Flo]]  || [[#Changemancer/Signamancer|Sig]]  || [[#Changemancer/Date-a-mancer|Dat]]  || [[#Changemancer/Shockmancer|Sho]]  || [[#Changemancer/Croakamancer|Cro]]  || [[#Changemancer/Retconjurer|Ret]]  || [[#Changemancer/Hat Magician|Hat]]  || [[#Carnymancer/Changemancer|Car]]  || [[#Changemancer/Rhyme-o-mancer|Rhy]]  || [[#Changemancer/Luckamancer|Luc]]  || [[#Changemancer/Healomancer|Hea]]  || [[#Changemancer/Moneymancer|Mon]]
  
==[[Thinkamancer]]/[[Dirtamancer]]/[[Findamancer]]==
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| [[Dittomancer]] || [[#Dittomancer|Non]] || [[#Dittomancer/Findamancer|Fin]]  || [[#Dittomancer/Predictamancer|Pre]]  || [[#Dittomancer/Mathamancer|Mat]]  || [[#Dittomancer/Turnamancer|Tur]]  || [[#Dittomancer/Dollamancer|Dol]]  || [[#Dittomancer/Weirdomancer|Wei]]  || [[#Dirtamancer/Dittomancer|Dir]]  || [[#Changemancer/Dittomancer|Cha]]  || [[#Dittomancer/Dittomancer|Dit]]  || [[#Dittomancer/Lookamancer|Loo]]  || [[#Dittomancer/Thinkamancer|Thi]]  || [[#Dittomancer/Foolamancer|Foo]]  || [[#Dittomancer/Florist|Flo]]  || [[#Dittomancer/Signamancer|Sig]]  || [[#Date-a-mancer/Dittomancer|Dat]]  || [[#Dittomancer/Shockmancer|Sho]]  || [[#Croakamancer/Dittomancer|Cro]]  || [[#Dittomancer/Retconjurer|Ret]]  || [[#Dittomancer/Hat Magician|Hat]]  || [[#Carnymancer/Dittomancer|Car]]  || [[#Dittomancer/Rhyme-o-mancer|Rhy]]  || [[#Dittomancer/Luckamancer|Luc]]  || [[#Dittomancer/Healomancer|Hea]]  || [[#Dittomancer/Moneymancer|Mon]]
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| [[Lookamancer]] || [[#Lookamancer|Non]] || [[#Findamancer/Lookamancer|Fin]]  || [[#Lookamancer/Predictamancer|Pre]]  || [[#Lookamancer/Mathamancer|Mat]]  || [[#Lookamancer/Turnamancer|Tur]]  || [[#Dollamancer/Lookamancer|Dol]]  || [[#Lookamancer/Weirdomancer|Wei]]  || [[#Dirtamancer/Lookamancer|Dir]]  || [[#Changemancer/Lookamancer|Cha]]  || [[#Dittomancer/Lookamancer|Dit]]  || [[#Lookamancer/Lookamancer|Loo]]  || [[#Lookamancer/Thinkamancer|Thi]]  || [[#Foolamancer/Lookamancer|Foo]]  || [[#Florist/Lookamancer|Flo]]  || [[#Lookamancer/Signamancer|Sig]]  || [[#Date-a-mancer/Lookamancer|Dat]]  || [[#Lookamancer/Shockmancer|Sho]]  || [[#Croakamancer/Lookamancer|Cro]]  || [[#Lookamancer/Retconjurer|Ret]]  || [[#Hat Magician/Lookamancer|Hat]]  || [[#Carnymancer/Lookamancer|Car]]  || [[#Lookamancer/Rhyme-o-mancer|Rhy]]  || [[#Lookamancer/Luckamancer|Luc]]  || [[#Healomancer/Lookamancer|Hea]]  || [[#Lookamancer/Moneymancer|Mon]]
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| [[Thinkamancer]] || [[#Thinkamancer|Non]] || [[#Findamancer/Thinkamancer|Fin]]  || [[#Predictamancer/Thinkamancer|Pre]]  || [[#Mathamancer/Thinkamancer|Mat]]  || [[#Thinkamancer/Turnamancer|Tur]]  || [[#Dollamancer/Thinkamancer|Dol]]  || [[#Thinkamancer/Weirdomancer|Wei]]  || [[#Dirtamancer/Thinkamancer|Dir]]  || [[#Changemancer/Thinkamancer|Cha]]  || [[#Dittomancer/Thinkamancer|Dit]]  || [[#Lookamancer/Thinkamancer|Loo]]  || [[#Thinkamancer/Thinkamancer|Thi]]  || [[#Foolamancer/Thinkamancer|Foo]]  || [[#Florist/Thinkamancer|Flo]]  || [[#Signamancer/Thinkamancer|Sig]]  || [[#Date-a-mancer/Thinkamancer|Dat]]  || [[#Shockmancer/Thinkamancer|Sho]]  || [[#Croakamancer/Thinkamancer|Cro]]  || [[#Retconjurer/Thinkamancer|Ret]]  || [[#Hat Magician/Thinkamancer|Hat ]]  || [[#Carnymancer/Thinkamancer|Car]]  || [[#Rhyme-o-mancer/Thinkamancer|Rhy]]  || [[#Luckamancer/Thinkamancer|Luc]]  || [[#Healomancer/Thinkamancer|Hea]]  || [[#Moneymancer/Thinkamancer|Mon]]
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|-
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| [[Foolamancer]] || [[#Foolamancer|Non]] || [[#Findamancer/Foolamancer|Fin]]  || [[#Foolamancer/Predictamancer|Pre]]  || [[#Foolamancer/Mathamancer|Mat]]  || [[#Foolamancer/Turnamancer|Tur]]  || [[#Dollamancer/Foolamancer|Dol]]  || [[#Foolamancer/Weirdomancer|Wei]]  || [[#Dirtamancer/Foolamancer|Dir]]  || [[#Changemancer/Foolamancer|Cha]]  || [[#Dittomancer/Foolamancer|Dit]]  || [[#Foolamancer/Lookamancer|Loo]]  || [[#Foolamancer/Thinkamancer|Thi]]  || [[#Foolamancer/Foolamancer|Foo]]  || [[#Florist/Foolamancer|Flo]]  || [[#Foolamancer/Signamancer|Sig]]  || [[#Date-a-mancer/Foolamancer|Dat]]  || [[#Foolamancer/Shockmancer|Sho]]  || [[#Croakamancer/Foolamancer|Cro]]  || [[#Foolamancer/Retconjurer|Ret]]  || [[#Foolamancer/Hat Magician|Hat]]  || [[#Carnymancer/Foolamancer|Car]]  || [[#Foolamancer/Rhyme-o-mancer|Rhy]]  || [[#Foolamancer/Luckamancer|Luc]]  || [[#Foolamancer/Healomancer|Hea]]  || [[#Foolamancer/Moneymancer|Mon]]
 +
 
 +
|-
 +
| [[Florist]] || [[#Florist|Non]] || [[#Findamancer/Florist|Fin]]  || [[#Florist/Predictamancer|Pre]]  || [[#Florist/Mathamancer|Mat]]  || [[#Florist/Turnamancer|Tur]]  || [[#Dollamancer/Florist|Dol]]  || [[#Florist/Weirdomancer|Wei]]  || [[#Dirtamancer/Florist|Dir]]  || [[#Changemancer/Florist|Cha]]  || [[#Dittomancer/Florist|Dit]]  || [[#Florist/Lookamancer|Loo]]  || [[#Florist/Thinkamancer|Thi]]  || [[#Florist/Foolamancer|Foo]]  || [[#Florist/Florist|Flo]]  || [[#Florist/Signamancer|Sig]]  || [[#Date-a-mancer/Florist|Dat]]  || [[#Florist/Shockmancer|Sho]]  || [[#Croakamancer/Florist|Cro]]  || [[#Florist/Retconjurer|Ret]]  || [[#Florist/Hat Magician|Hat]]  || [[#Carnymancer/Florist|Car]]  || [[#Florist/Rhyme-o-mancer|Rhy]]  || [[#Florist/Luckamancer|Luc]]  || [[#Florist/Healomancer|Hea]]  || [[#Florist/Moneymancer|Mon]]
 +
 
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|-
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| [[Signamancer]] || [[#Signamancer|Non]] || [[#Findamancer/Signamancer|Fin]]  || [[#Predictamancer/Signamancer|Pre]]  || [[#Mathamancer/Signamancer|Mat]]  || [[#Signamancer/Turnamancer|Tur]]  || [[#Dollamancer/Signamancer|Dol]]  || [[#Signamancer/Weirdomancer|Wei]]  || [[#Dirtamancer/Signamancer|Dir]]  || [[#Changemancer/Signamancer|Cha]]  || [[#Dittomancer/Signamancer|Dit]]  || [[#Lookamancer/Signamancer|Loo]]  || [[#Signamancer/Thinkamancer|Thi]]  || [[#Foolamancer/Signamancer|Foo]]  || [[#Florist/Signamancer|Flo]]  || [[#Signamancer/Signamancer|Sig]]  || [[#Date-a-mancer/Signamancer|Dat]]  || [[#Shockmancer/Signamancer|Sho]]  || [[#Croakamancer/Signamancer|Cro]]  || [[#Retconjurer/Signamancer|Ret]]  || [[#Hat Magician/Signamancer|Hat]]  || [[#Carnymancer/Signamancer|Car]]  || [[#Rhyme-o-mancer/Signamancer|Rhy]]  || [[#Luckamancer/Signamancer|Luc]]  || [[#Healomancer/Signamancer|Hea]]  || [[#Moneymancer/Signamancer|Mon]]
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|-
 +
| [[Date-a-mancer]] || [[#Date-a-mancer|Non]] || [[#Date-a-mancer/Findamancer|Fin]] || [[#Date-a-mancer/Predictamancer|Pre]]  || [[#Date-a-mancer/Mathamancer|Mat]]  || [[#Date-a-mancer/Turnamancer|Tur]] || [[#Date-a-mancer/Dollamancer|Dol]] || [[#Date-a-mancer/Weirdomancer|Wei]] || [[#Date-a-mancer/Dirtamancer|Dir]] || [[#Changemancer/Date-a-mancer|Cha]] || [[#Date-a-mancer/Dittomancer|Dit]] || [[#Date-a-mancer/Lookamancer|Loo]] || [[#Date-a-mancer/Thinkamancer|Thi]] || [[#Date-a-mancer/Foolamancer|Foo]] || [[#Date-a-mancer/Florist|Flo]] || [[#Date-a-mancer/Signamancer|Sig]] || [[#Date-a-mancer/Date-a-mancer|Dat]] || [[#Date-a-mancer/Shockmancer|Sho]] || [[#Croakamancer/Date-a-mancer|Cro]] || [[#Date-a-mancer/Retconjurer|Ret]] || [[#Date-a-mancer/Hat Magician|Hat]] || [[#Carnymancer/Date-a-mancer|Car]] || [[#Date-a-mancer/Rhyme-o-mancer|Rhy]] || [[#Date-a-mancer/Luckamancer|Luc]] || [[#Date-a-mancer/Healomancer|Hea]] || [[#Date-a-mancer/Moneymancer|Mon]]
 +
 
 +
|-
 +
| [[Shockmancer]] || [[#Shockmancer|Non]] || [[#Findamancer/Shockmancer|Fin]]  || [[#Predictamancer/Shockmancer|Pre]]  || [[#Mathamancer/Shockmancer|Mat]]  || [[#Shockmancer/Turnamancer|Tur]]  || [[#Dollamancer/Shockmancer|Dol]]  || [[#Shockmancer/Weirdomancer|Wei]]  || [[#Dirtamancer/Shockmancer|Dir]]  || [[#Changemancer/Shockmancer|Cha]]  || [[#Dittomancer/Shockmancer|Dit]]  || [[#Lookamancer/Shockmancer|Loo]]  || [[#Shockmancer/Thinkamancer|Thi]]  || [[#Foolamancer/Shockmancer|Foo]]  || [[#Florist/Shockmancer|Flo]]  || [[#Shockmancer/Signamancer|Sig]]  || [[#Date-a-mancer/Shockmancer|Dat]]  || [[#Shockmancer/Shockmancer|Sho]]  || [[#Croakamancer/Shockmancer|Cro]]  || [[#Retconjurer/Shockmancer|Ret]]  || [[#Hat Magician/Shockmancer|Hat]]  || [[#Carnymancer/Shockmancer|Car]]  || [[#Rhyme-o-mancer/Shockmancer|Rhy]]  || [[#Luckamancer/Shockmancer|Luc]]  || [[#Healomancer/Shockmancer|Hea]]  || [[#Moneymancer/Shockmancer|Mon]]
 +
 
 +
|-
 +
| [[Croakamancer]] || [[#Croakamancer|Non]] || [[#Croakamancer/Findamancer|Fin]]  || [[#Croakamancer/Predictamancer|Pre]]  || [[#Croakamancer/Mathamancer|Mat]]  || [[#Croakamancer/Turnamancer|Tur]]  || [[#Croakamancer/Dollamancer|Dol]]  || [[#Croakamancer/Weirdomancer|Wei]]  || [[#Croakamancer/Dirtamancer|Dir]]  || [[#Changemancer/Croakamancer|Cha]]  || [[#Croakamancer/Dittomancer|Dit]]  || [[#Croakamancer/Lookamancer|Loo]]  || [[#Croakamancer/Thinkamancer|Thi]]  || [[#Croakamancer/Foolamancer|Foo]]  || [[#Croakamancer/Florist|Flo]]  || [[#Croakamancer/Signamancer|Sig]]  || [[#Croakamancer/Date-a-mancer|Dat]]  || [[#Croakamancer/Shockmancer|Sho]]  || [[#Croakamancer/Croakamancer|Cro]]  || [[#Croakamancer/Retconjurer|Ret]]  || [[#Croakamancer/Hat Magician|Hat]]  || [[#Carnymancer/Croakamancer|Car]]  || [[#Croakamancer/Rhyme-o-mancer|Rhy]]  || [[#Croakamancer/Luckamancer|Luc]]  || [[#Croakamancer/Healomancer|Hea]]  || [[#Croakamancer/Moneymancer|Mon]]
 +
 
 +
|-
 +
| [[Retconjurer]] || [[#Retconjurer|Non]] || [[#Findamancer/Retconjurer|Fin]]  || [[#Predictamancer/Retconjurer|Pre]]  || [[#Mathamancer/Retconjurer|Mat]]  || [[#Retconjurer/Turnamancer|Tur]]  || [[#Dollamancer/Retconjurer|Dol]]  || [[#Retconjurer/Weirdomancer|Wei]]  || [[#Dirtamancer/Retconjurer|Dir]]  || [[#Changemancer/Retconjurer|Cha]]  || [[#Dittomancer/Retconjurer|Dit]]  || [[#Lookamancer/Retconjurer|Loo]]  || [[#Retconjurer/Thinkamancer|Thi]]  || [[#Foolamancer/Retconjurer|Foo]]  || [[#Florist/Retconjurer|Flo]]  || [[#Retconjurer/Signamancer|Sig]]  || [[#Date-a-mancer/Retconjurer|Dat]]  || [[#Retconjurer/Shockmancer|Sho]]  || [[#Croakamancer/Retconjurer|Cro]]  || [[#Retconjurer/Retconjurer|Ret]]  || [[#Hat Magician/Retconjurer|Hat]]  || [[#Carnymancer/Retconjurer|Car]]  || [[#Retconjurer/Rhyme-o-mancer|Rhy]]  || [[#Luckamancer/Retconjurer|Luc]]  || [[#Healomancer/Retconjurer|Hea]]  || [[#Moneymancer/Retconjurer|Mon]]
 +
 
 +
|-
 +
| [[Hat Magician]] || [[#Hat Magician|Non]] || [[#Findamancer/Hat Magician|Fin]]  || [[#Hat Magician/Predictamancer|Pre]]  || [[#Hat Magician/Mathamancer|Mat]]  || [[#Hat Magician/Turnamancer|Tur]]  || [[#Dollamancer/Hat Magician|Dol]]  || [[#Hat Magician/Weirdomancer|Wei]]  || [[#Dirtamancer/Hat Magician|Dir]]  || [[#Changemancer/Hat Magician|Cha]]  || [[#Dittomancer/Hat Magician|Dit]]  || [[#Hat Magician/Lookamancer|Loo]]  || [[#Hat Magician/Thinkamancer|Thi]]  || [[#Foolamancer/Hat Magician|Foo]]  || [[#Florist/Hat Magician|Flo]]  || [[#Hat Magician/Signamancer|Sig]]  || [[#Date-a-mancer/Hat Magician|Dat]]  || [[#Hat Magician/Shockmancer|Sho]]  || [[#Croakamancer/Hat Magician|Cro]]  || [[#Hat Magician/Retconjurer|Ret]]  || [[#Hat Magician/Hat Magician|Hat]]  || [[#Carnymancer/Hat Magician|Car]]  || [[#Hat Magician/Rhyme-o-mancer|Rhy]]  || [[#Hat Magician/Luckamancer|Luc]]  || [[#Hat Magician/Healomancer|Hea]]  || [[#Hat Magician/Moneymancer|Mon]]
 +
 
 +
|-
 +
| [[Carnymancer]] || [[#Carnymancer|Non]] || [[#Carnymancer/Findamancer|Fin]]  || [[#Carnymancer/Predictamancer|Pre]]  || [[#Carnymancer/Mathamancer|Mat]]  || [[#Carnymancer/Turnamancer|Tur]]  || [[#Carnymancer/Dollamancer|Dol]]  || [[#Carnymancer/Weirdomancer|Wei]]  || [[#Carnymancer/Dirtamancer|Dir]]  || [[#Carnymancer/Changemancer|Cha]]  || [[#Carnymancer/Dittomancer|Dit]]  || [[#Carnymancer/Lookamancer|Loo]]  || [[#Carnymancer/Thinkamancer|Thi]]  || [[#Carnymancer/Foolamancer|Foo]]  || [[#Carnymancer/Florist|Flo]]  || [[#Carnymancer/Signamancer|Sig]]  || [[#Carnymancer/Date-a-mancer|Dat]]  || [[#Carnymancer/Shockmancer|Sho]]  || [[#Carnymancer/Croakamancer|Cro]]  || [[#Carnymancer/Retconjurer|Ret]]  || [[#Carnymancer/Hat Magician|Hat]]  || [[#Carnymancer/Carnymancer|Car]]  || [[#Carnymancer/Rhyme-o-mancer|Rhy]]  || [[#Carnymancer/Luckamancer|Luc]]  || [[#Carnymancer/Healomancer|Hea]]  || [[#Carnymancer/Moneymancer|Mon]]
 +
 
 +
|-
 +
| [[Rhyme-o-mancer]] || [[#Rhyme-o-mancer|Non]] || [[#Findamancer/Rhyme-o-mancer|Fin]]  || [[#Predictamancer/Rhyme-o-mancer|Pre]]  || [[#Mathamancer/Rhyme-o-mancer|Mat]]  || [[#Rhyme-o-mancer/Turnamancer|Tur]]  || [[#Dollamancer/Rhyme-o-mancer|Dol]]  || [[#Rhyme-o-mancer/Weirdomancer|Wei]]  || [[#Dirtamancer/Rhyme-o-mancer|Dir]]  || [[#Changemancer/Rhyme-o-mancer|Cha]]  || [[#Dittomancer/Rhyme-o-mancer|Dit]]  || [[#Lookamancer/Rhyme-o-mancer|Loo]]  || [[#Rhyme-o-mancer/Thinkamancer|Thi]]  || [[#Foolamancer/Rhyme-o-mancer|Foo]]  || [[#Florist/Rhyme-o-mancer|Flo]]  || [[#Rhyme-o-mancer/Signamancer|Sig]]  || [[#Date-a-mancer/Rhyme-o-mancer|Dat]]  || [[#Rhyme-o-mancer/Shockmancer|Sho]]  || [[#Croakamancer/Rhyme-o-mancer|Cro]]  || [[#Retconjurer/Rhyme-o-mancer|Ret]]  || [[#Hat Magician/Rhyme-o-mancer|Hat]]  || [[#Carnymancer/Rhyme-o-mancer|Car]]  || [[#Rhyme-o-mancer/Rhyme-o-mancer|Rhy]]  || [[#Luckamancer/Rhyme-o-mancer|Luc]]  || [[#Healomancer/Rhyme-o-mancer|Hea]]  || [[#Moneymancer/Rhyme-o-mancer|Mon]]
 +
 
 +
|-
 +
| [[Luckamancer]] || [[#Luckamancer|Non]] || [[#Findamancer/Luckamancer|Fin]]  || [[#Luckamancer/Predictamancer|Pre]]  || [[#Luckamancer/Mathamancer|Mat]]  || [[#Luckamancer/Turnamancer|Tur]]  || [[#Dollamancer/Luckamancer|Dol]]  || [[#Luckamancer/Weirdomancer|Wei]]  || [[#Dirtamancer/Luckamancer|Dir]]  || [[#Changemancer/Luckamancer|Cha]]  || [[#Dittomancer/Luckamancer|Dit]]  || [[#Lookamancer/Luckamancer|Loo]]  || [[#Luckamancer/Thinkamancer|Thi]]  || [[#Foolamancer/Luckamancer|Foo]]  || [[#Florist/Luckamancer|Flo]]  || [[#Luckamancer/Signamancer|Sig]]  || [[#Date-a-mancer/Luckamancer|Dat]]  || [[#Luckamancer/Shockmancer|Sho]]  || [[#Croakamancer/Luckamancer|Cro]]  || [[#Luckamancer/Retconjurer|Ret]]  || [[#Hat Magician/Luckamancer|Hat]]  || [[#Carnymancer/Luckamancer|Car]]  || [[#Luckamancer/Rhyme-o-mancer|Rhy]]  || [[#Luckamancer/Luckamancer|Luc]]  || [[#Healomancer/Luckamancer|Hea]]  || [[#Luckamancer/Moneymancer|Mon]]
 +
 
 +
|-
 +
| [[Healomancer]] || [[#Healomancer|Non]] || [[#Findamancer/Healomancer|Fin]]  || [[#Healomancer/Predictamancer|Pre]]  || [[#Healomancer/Mathamancer|Mat]]  || [[#Healomancer/Turnamancer|Tur]]  || [[#Dollamancer/Healomancer|Dol]]  || [[#Healomancer/Weirdomancer|Wei]]  || [[#Dirtamancer/Healomancer|Dir]]  || [[#Changemancer/Healomancer|Cha]]  || [[#Dittomancer/Healomancer|Dit]]  || [[#Healomancer/Lookamancer|Loo]]  || [[#Healomancer/Thinkamancer|Thi]]  || [[#Foolamancer/Healomancer|Foo]]  || [[#Florist/Healomancer|Flo]]  || [[#Healomancer/Signamancer|Sig]]  || [[#Date-a-mancer/Healomancer|Dat]]  || [[#Healomancer/Shockmancer|Sho]]  || [[#Croakamancer/Healomancer|Cro]]  || [[#Healomancer/Retconjurer|Ret]]  || [[#Hat Magician/Healomancer|Hat]]  || [[#Carnymancer/Healomancer|Car]]  || [[#Healomancer/Rhyme-o-mancer|Rhy]]  || [[#Healomancer/Luckamancer|Luc]]  || [[#Healomancer/Healomancer|Hea]]  || [[#Healomancer/Moneymancer|Mon]]
 +
 
 +
|-
 +
| [[Moneymancer]] || [[#Moneymancer|Non]] || [[#Findamancer/Moneymancer|Fin]]  || [[#Moneymancer/Predictamancer|Pre]]  || [[#Mathamancer/Moneymancer|Mat]]  || [[#Moneymancer/Turnamancer|Tur]]  || [[#Dollamancer/Moneymancer|Dol]]  || [[#Moneymancer/Weirdomancer|Wei]]  || [[#Dirtamancer/Moneymancer|Dir]]  || [[#Changemancer/Moneymancer|Cha]]  || [[#Dittomancer/Moneymancer|Dit]]  || [[#Lookamancer/Moneymancer|Loo]]  || [[#Moneymancer/Thinkamancer|Thi]]  || [[#Foolamancer/Moneymancer|Foo]]  || [[#Florist/Moneymancer|Flo]]  || [[#Moneymancer/Signamancer|Sig]]  || [[#Date-a-mancer/Moneymancer|Dat]]  || [[#Moneymancer/Shockmancer|Sho]]  || [[#Croakamancer/Moneymancer|Cro]]  || [[#Moneymancer/Retconjurer|Ret]]  || [[#Hat Magician/Moneymancer|Hat]]  || [[#Carnymancer/Moneymancer|Car]]  || [[#Moneymancer/Rhyme-o-mancer|Rhy]]  || [[#Luckamancer/Moneymancer|Luc]]  || [[#Healomancer/Moneymancer|Hea]]  || [[#Moneymancer/Moneymancer|Mon]]
 +
|}
 +
 
 +
{| class="wikitable"
 +
|+List of Abnormal Speculative Link-ups
 +
|-
 +
| [[#Multiple Thinkamancer Linkups|Multiple Thinkamancer Linkups]] || [[#Thinkamancer/Warlord|Thinkamancer/Warlord]]
 +
|}
 +
=Normal Link-Ups=
 +
This section is intended to describe speculated spells, upgrades and items created by a Link-up with a Thinkamancer and one or two Casters.
 +
 
 +
==Carnymancer==
 +
 
 +
==Carnymancer/Changemancer==
 +
* Rewriting Chemistry
 +
This caster link might be able to change a substance's chemical properties.
 +
 
 +
* Unbreakable
 +
Make an item unsusceptible to wear and tear and indestructible to anything short of high level magic.
 +
 
 +
==Carnymancer/Croakamancer==
 +
* Lichdom
 +
Cheat death via [http://en.wikipedia.org/wiki/Lich lichdom].
 +
 
 +
==Carnymancer/Date-a-mancer==
 +
* 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.
 +
 
 +
* Anarchy
 +
Interfere with a ruler's ability to run the side, potentially preventing them from disbanding units or even giving [[order]]s.
 +
 
 +
==Carnymancer/Dirtamancer==
 +
* 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.
 +
 
 +
==Carnymancer/Dittomancer==
 +
* Scapegoat
 +
Create a "scape goat" to take the consequences of a bad prediction in place of the original target.
 +
 
 +
==Carnymancer/Findamancer==
 +
* Unplottable
 +
Make it nearly impossible to find a place by non-magical means, perhaps in a similar manner to the Smurf village.
 +
 
 +
==Carnymancer/Foolamancer==
 +
* 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.
 +
 
 +
* Invisibility
 +
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 [http://tvtropes.org/pmwiki/pmwiki.php/Main/GoingInCircles 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.
 +
 
 +
==Carnymancer/Hat Magician==
 +
* Anti-Portal Disbandment Shield
 +
Break the rule that non casters [[disband]] when entering a [[portal]] to the [[Magic Kingdom]].
 +
 
 +
* Teleportation
 +
Teleport directly to a location.
 +
 
 +
* Daemon Summoning
 +
Summon [[daemon]]s.
 +
 
 +
==Carnymancer/Luckamancer==
 +
* 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.
 +
 
 +
==Carnymancer/Mathamancer==
 +
* Deletionism
 +
Prove that 1 = 0.
 +
 
 +
==Carnymancer/Moneymancer==
 +
* 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 [[special]]s the unit type can pop with.
 +
 
 +
* Broken Window Bonus
 +
Add a bonus to schmucker production for each [http://en.wikipedia.org/wiki/Parable_of_the_broken_window broken window] in a city.
 +
 
 +
* Ponzi Scheme
 +
Inspire Ponzi schemes.
 +
 
 +
* Diminishing Return Manipulation
 +
Manipulate the [[diminishing returns]] rule.
 +
 
 +
==Carnymancer/Predictamancer==
 +
* 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.
 +
 
 +
==Carnymancer/Signamancer==
 +
* 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.
 +
 
 +
==Carnymancer/Weirdomancy==
 +
* Invincibility
 +
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.
 +
 
 +
==Changemancer==
 +
 
 +
==Changemancer/Dirtamancer==
 +
* Terrain Type Enhancement
 +
Change terrain type.
 +
 
 +
* Petrification
 +
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.
 +
 
 +
==Changemancer/Dittomancer==
 +
* 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.
 +
 
 +
==Changemancer/Dollamancer==
 +
* Shifting Items
 +
Create clothes or tools capable of shifting form according the the user's needs.
 +
 
 +
==Changemancer/Florist==
 +
* 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.
 +
 
 +
==Changemancer/Healomancer==
 +
* Restore Unit
 +
Repair long term damage, such as that caused by the [[heroine bud]]s.
 +
 
 +
==Changemancer/Moneymancer==
 +
* Item Buying
 +
Directly convert schmuckers into other things and vice versa.
 +
 
 +
* Expanded Product Line
 +
Many units, such as [[golem]]s, 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.
 +
 
 +
==Changemancer/Shockmancer==
 +
* Batteries
 +
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]].
 +
 
 +
==Changemancer/Signamancer==
 +
* 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.
 +
 
 +
==Changemancer/Weirdomancer==
 +
* 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.
 +
 
 +
==Croakamancer==
 +
 
 +
==Croakamancer/Date-a-mancer==
 +
* 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.
 +
 
 +
==Croakamancer/Dirtamancer==
 +
* Corpse Golem
 +
This combination could create Bone and Flesh Golems from corpses. After [[Croaking]] this unit could be turn into an [[Uncroaked]].
 +
 
 +
* Coffin
 +
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 effect]]s on enemy units. This golem might look similar to a certain [http://en.wikipedia.org/wiki/Death_Metal_%28comics%29 Marvel supervillain].
 +
 
 +
* Graveyard
 +
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.
 +
 
 +
==Croakamancer/Dollamancer==
 +
* Corpse Golem
 +
This combination could create Bone and Flesh Golems from corpses. After [[Croaking]] this unit could be turned into an [[uncroaked]].
 +
 
 +
* 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.
 +
 
 +
* Mummy
 +
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.
 +
 
 +
==Croakamancer/Florist==
 +
* Zero Upkeep
 +
Give living units zero [[upkeep]] in much the same way as [[Uncroak]]ed and [[Decrypted]].
 +
 
 +
* Death Plague
 +
Create plagues, maybe even an [[uncroak]]ing plague. The casting would likely resemble [http://en.wikipedia.org/wiki/Ring_Around_the_Rosie a certain piece] of children's [[Rhyme-o-mancy]].
 +
 
 +
* Death Blossom
 +
Create a flower that releases a death curse attack in all directions.
 +
 
 +
==Croakamancer/Foolamancer==
 +
* 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.
 +
 
 +
* Ghost
 +
Uncroacks a corpse into a ghost restoring its mind but making it intangible.
 +
 
 +
==Croakamancer/Hat Magician==
 +
* Dimensional Lock
 +
Ward an area to block magic hats, portals, or any other form of teleportation.
 +
 
 +
==Croakamancer/Healomancer==
 +
* Resurrection
 +
Resurrect units croaked within the past turn as long as the head is mostly intact.
 +
 
 +
* Freshen Corpse
 +
Significantly slow down the decaying process of [[uncroak]]ed units.
 +
 
 +
==Croakamancer/Lookamancer==
 +
* Death Glare
 +
Grant a unit the ability to kill any unit that looks it directly in the eyes.
 +
 
 +
==Croakamancer/Moneymancer==
 +
* Corpse for Gem Conversion
 +
Depop corpses for [[gem]]s.
 +
 
 +
==Croakamancer/Signamancer==
 +
* 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]].
 +
 
 +
* Reincarnate
 +
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
 +
Sever a unit's [[g-string]], croaking them with almost no damage to their physical bodies. This linkup may also be capable of severing [[attunement]].
 +
 
 +
* Curse
 +
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.
 +
 
 +
==Croakamancer/Shockmancer==
 +
* Defibrillator
 +
A [[Magic Item]] could direct shock directly to the heart of a [[unit]] that died from a failed heart (gas, death of fright, death from sudden cold), restoring it to normal life instead of [[uncroak|uncroaking]] it.
 +
 
 +
* 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]].
 +
 
 +
==Croakamancer/Turnamancer==
 +
* Stasis
 +
Create a magic item that can lock units into stasis, much like when a city goes [[neutral]].
 +
 
 +
==Croakamancer/Weirdomancer==
 +
* Ghost
 +
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.
 +
 
 +
* Antimagic
 +
Suppress all magic other than [[natural magic]].
 +
 
 +
==Date-a-mancer==
 +
 
 +
==Date-a-mancer/Dittomancer==
 +
* 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.
 +
 
 +
==Date-a-mancer/Findamancer==
 +
* 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.
 +
 
 +
==Date-a-mancer/Florist==
 +
* 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.
 +
 
 +
==Date-a-mancer/Luckamancer==
 +
* Measure Luckamancy
 +
Measure the amount of Luckamancy a side has to spare across different things.
 +
 
 +
==Date-a-mancer/Moneymancer==
 +
* False Regency
 +
Create an enchantment that produces the same effects as a [[regent]] warlord.
 +
 
 +
==Date-a-mancer/Predictamancer==
 +
* Romantic Prediction
 +
Predict how well a couple is likely to turn out.
 +
 
 +
==Date-a-mancer/Rhyme-o-mancer==
 +
* 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
 +
 
 +
==Date-a-mancer/Signamancer==
 +
* 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, [[seafarer]]s, or casters.
 +
 
 +
==Date-a-mancer/Turnamancer==
 +
* 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.
 +
 
 +
==Dirtamancer==
 +
 
 +
==Date-a-mancer/Weirdomancer==
 +
 
 +
* Ranking
 +
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.
 +
 
 +
* Ennoblement
 +
At a cost in schmuckers, promote a unit to [[nobility]] or even royalty.
 +
 
 +
==Dirtamancer/Dollamancer==
 +
* Dollhouse
 +
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.
 +
 
 +
==Dirtamancer/Findamancer==
 +
* Long-Range Traps
 
This combination could find enemy [[Unit]]s and then sink them into the very ground they stand on from far beyond the range of any weapon.
 
This combination could find enemy [[Unit]]s and then sink them into the very ground they stand on from far beyond the range of any weapon.
<br>
 
It could also find various objects or areas underground, eg. gems or tunnels.<br>
 
  
==[[Thinkamancer]]/[[Dirtamancer]]/[[Flower Power]]==
+
* Dowsing Rod or Sonar
* Convert terrain type to a farm.
+
Create a dowsing rod or sonar magic item, which could find various objects or areas underground, like gems or tunnels.
  
==[[Thinkamancer]]/[[Dirtamancer]]/[[Moneymancer]]==
+
==Dirtamancer/Florist==
* 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.
+
* Farm Terrain
* Finding mines or other sources of gems.  Making mines more productive (finding more gems, 'upgrading' gems to be worth more).
+
Convert terrain type to a farm.
* Modifying a terrain type to allow a [[city]] or vice versa.
+
  
==[[Thinkamancer]]/[[Dirtamancer]]/[[Shockmancer]]==
+
* Forest Terrain
* 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 [[Unit]]s in place or rip the metal weapons from the hands of troops.
+
Convert terrain type to forest.
* Create a lightning rode to protect a city from shockamancy attacks.
+
  
==[[Thinkamancer]]/[[Dittomancer]]/[[Moneymancer]]==
+
* Tree House
* Use up [[juice]] to double some number of [[shmucker]]s.
+
Create a "tree house", a sort of a cross between a [[unit]] and a [[city]], possibly capable of repairing damage done to the city at the beginning of each turn like a regular unit.
* Create a [[purse]]-like [[Magic Item]] that refills every [[turn]] as long as one shmucker is left inside.
+
  
==[[Thinkamancer]]/[[Dittomancer]]/[[Turnamancer]]==
+
==Dirtamancer/Foolamancer==
* Replicate enemy units when these pop they are friendly's, 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.
+
* Holotec City
* Give a side multiple turns in a row.
+
Upgrade a [[city]] to be capable of self-veiling and have holographic displays.
* Could be used to massively increase rate of production.
+
* May make [[Parson Gotti]]'s idea for a side with zero upkeep plausible.
+
* Clearly, the copied units would all have goatees. (see [http://tvtropes.org/pmwiki/pmwiki.php/Main/EvilTwin Evil Twin on Tvtropes] )
+
  
==[[Thinkamancer]]/[[Dollamancer]]/[[Healomancer]]==
+
* Veiled Traps
Create golems that can heal golems and non-golem units.
+
Better conceal [[Dirtamancy]] [[trap]]s.
  
==[[Thinkamancer]]/[[Dollamancer]]/[[Foolamancer]]==
+
* Holodeck
 +
Create a [[wikipedia:Holodeck|Holodeck]].
 +
 
 +
==Dirtamancer/Hat Magician==
 +
* 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.
 +
 
 +
==Dirtamancer/Lookmancer==
 +
* Far-sight Tower
 +
Upgrade the tower with a far-sight ability.
 +
 
 +
==Dirtamancer/Moneymancer==
 +
* 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.
 +
 
 +
==Dirtamancer/Predictamancer==
 +
* Divination Gem
 +
In a reference to [http://en.wikipedia.org/wiki/Geomancy geomancy], create a magic item that can be used for divination.
 +
 
 +
==Dirtamancer/Shockmancer==
 +
* Lodestone
 +
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 [[Unit]]s 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.
 +
 
 +
==Dirtamancer/Signamancer==
 +
* 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 trap]]s 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.
 +
 
 +
==Dirtamancer/Turnamancer==
 +
* 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 ''de''celerate) the pace at which a hex produces over time. For example, a farm's production or a mine's gem replacement could be increased.
 +
 
 +
* Factories
 +
Create [[building]]s that can aid in production in an automated fashion.
 +
 
 +
* Drill Tank
 +
Create a vehicle capable of burrowing through the earth.
 +
 
 +
==Dirtamancer/Weirdomancer==
 +
* 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 [[caster]]s. 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
 +
Manipulate [[weather]].
 +
 
 +
* 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.
 +
 
 +
== Dittomancer ==
 +
 
 +
==Dittomancer/Croakamancer==
 +
* 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.
 +
 
 +
==Dittomancer/Dollamancer==
 +
* 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.
 +
 
 +
==Dittomancer/Findamancer==
 +
* Found Replica
 +
Creates a replica of a item that can be found by a Findamancer.
 +
 
 +
==Dittomancer/Lookamancer==
 +
* Quantum Key Distribution
 +
Use a magical equivalent to [http://en.wikipedia.org/wiki/Quantum_key_distribution quantum key distribution], making possible to detect if a Thinkagram is being intercepted.
 +
 
 +
==Dittomancer/Luckamancer==
 +
* Copy Rolls
 +
"Copy" [[Numbers]] rather than "stealing" them, allowing a unit to have good luck without causing bad luck for other people.
 +
 
 +
==Dittomancer/Moneymancer==
 +
* Juice Buying
 +
Use up [[juice]] to double some number of [[shmucker]]s.
 +
 
 +
* Everfull Purse
 +
Create a [[purse]]-like [[magic item]] that refills every [[turn]] as long as one shmucker is left inside.
 +
 
 +
==Dittomancer/Signamancer==
 +
* Blueprints
 +
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 (character)|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.
 +
 
 +
==Dittomancer/Turnamancer==
 +
* 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 [http://tvtropes.org/pmwiki/pmwiki.php/Main/EvilTwin Evil Twin on Tvtropes] )
 +
 
 +
* Agent Smithing
 +
Turn Someone into someone else, duplicating one unit and erasing the other.
 +
 
 +
==Dittomancer/Weirdomancer==
 +
* Copy Special
 +
Copy [[special]]s from one unit and bestow them upon others. It might be possible to use this to grant casters native access to extra [[discipline]]s.
 +
==Dollamancer==
 +
 
 +
==Dollamancer/Florist==
 +
* 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.
 +
 
 +
==Dollamancer/Foolamancer==
 +
* Veiling Raiment
 
Creating raiment with built in [[Foolamancy]], such as camouflage or invisibility.
 
Creating raiment with built in [[Foolamancy]], such as camouflage or invisibility.
  
==[[Thinkamancer]]/[[Flower Power]]/[[Healomancer]]==
+
==Dollamancer/Hat Magician==
* Create medicinal drugs that can be used to heal units.
+
* 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 [https://en.wikipedia.org/wiki/Portal_(video_game) video game].
  
==[[Thinkamancer]]/[[Flower Power]]/[[Moneymancer]]==
+
==Dollamancer/Healomancer==
* Create "cash crops" so that [[schmuckers]] can be harvested in place of [[ration]]s.
+
* Healing Golem
 +
Create golems that can heal golems and non-golem units.
  
==[[Thinkamancer]]/[[Moneymancer]]/[[Luckamancer]]==
+
* Healing Raiment
* Spend [[schmuckers]] to produce more good luck for the side.
+
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.
 +
 
 +
* Ambulance
 +
Create a healing vehicle.
 +
 
 +
==Dollamancer/Predictamancy==
 +
* Prediction Puppets
 +
Create a magic item that allows a predictamancer to make more accurate predictions by showing what will happen with animated puppets.
 +
 
 +
==Dollamancer/Turnamancer==
 +
* 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.
 +
 
 +
==Dollamancer/Luckamancer==
 +
* 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.
 +
 
 +
==Dollamancer/Shockmancer==
 +
* Shock Cannon
 +
Create a shockmancy hand cannon.
 +
==Findamancer==
 +
 
 +
==Findamancer/Foolamancer==
 +
* Phishing
 +
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 [[eyebook]]s so that they can transmit free, full fledged Thinkagrams to anyone instead of only eye books.
 +
 
 +
==Findamancer/Lookamancer==
 +
* Scrying
 +
Scry on any position anywhere.
 +
 
 +
==Findamancer/Mathamancer==
 +
* Planning
 +
Figure out the best way to achieve a desired goal.
 +
 
 +
==Findamancer/Signamancer==
 +
* 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
 +
Bind something to a [[unit]] via [[Fate]], ensuring that said entity will always find its way back to said unit.
 +
 
 +
==Florist==
 +
* 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.
 +
 
 +
==Florist/Healomancer==
 +
* 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.)
 +
 
 +
==Florist/Moneymancer==
 +
* Money Tree
 +
Create "cash crops" so that [[gem]]s can be harvested in place of [[ration]]s.
 +
 
 +
==Florist/Shockmancer==
 +
* Power Plant
 +
Create a plant capable of generating Shockmancy.
 +
 
 +
==Florist/Signamancer==
 +
* Pressed Flower
 +
Create pressed flowers.
 +
 
 +
==Foolamancer/Croakamancer==
 +
* 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.
 +
 
 +
==Foolamancer/Mathamancer==
 +
* Encrypted Eyebook
 +
Modify an eyebook to perform encryption.
 +
 
 +
==Foolamancer/Predictamancer==
 +
* False Prophecy
 +
Manipulate Fate to create a false prophecy so as to fool another side's Predictamancers.
 +
 
 +
==Foolamancer/Signamancer==
 +
* 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.
 +
 
 +
==Foolamancer/Shockmancer==
 +
* Epileptic Seizure
 +
Create Foolamancy designed to induce epileptic seizures in enemy units.
 +
 
 +
==Foolamancer/Turnamancer==
 +
* Thinkspace Acceleration
 +
Increase the speed of time/thought in [[Thinkspace]].
 +
 
 +
==Foolamancer/Weirdomancer==
 +
* Sixth Sense Foolamancy
 +
Create illusions that can interact with a caster's magical [[sense]]s. 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.
 +
 
 +
==Hat Magician==
 +
* 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.
 +
 
 +
==Hat Magician/Lookamancer==
 +
* Lookamancy Visor
 +
Create a visor that gives access to various Lookamancy based specials and enables the wearer to detect Foolamancy.
 +
 
 +
==Hat Magician/Moneymancer==
 +
* Schmucker Space Purse
 +
Create a purse-like [[magic item]] that can hold an unlimited number of [[schmuckers]] like a [[treasury]] and convert them into [[gem]]s.
 +
 
 +
==Hat Magician/Predictamancer==
 +
* Intuition Headband
 +
Create a headband capable of enhancing a unit's [[intuition]].
 +
 
 +
==Hat Magician/Rhyme-o-mancer==
 +
* 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.
 +
 
 +
==Hat Magician/Turnamancer==
 +
* Intercept Hat Message
 +
Redirect someone else's hat message.
 +
 
 +
==Healomancer==
 +
 
 +
==Healomancer/Moneymancer==
 +
* Juice Buying
 +
Convert schmuckers to juice.
 +
 
 +
* Health Buying
 +
Heal a unit by paying schmuckers.
 +
 
 +
==Healomancer/Signamancer==
 +
* 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.
 +
 
 +
==Healomancer/Turnamancer==
 +
* 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.
 +
 
 +
==Lookamancer==
 +
 
 +
==Lookamancer/Shockamancer==
 +
 
 +
* Blind Blast
 +
Creates a blast of shockamancy/lookamancy that blinds every unit damaged by it.
 +
 
 +
==Lookamancer/Signamancer==
 +
* 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.
 +
 
 +
== Luckamancer ==
 +
 
 +
==Luckamancer/Mathamancer==
 +
* 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.
 +
 
 +
==Luckamancer/Moneymancer==
 +
* Luck Buying
 +
Spend [[schmuckers]] to produce more good luck for the side.
 +
 
 +
==Mathamancer==
 +
 
 +
==Mathamancer/Predictamancer==
 +
* 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
 +
Summon [[daemon]]s with the Mathamancy [[special]] as a pun on [http://en.wikipedia.org/wiki/Laplace%27s_demon Laplace's demon].
 +
== Moneymancer ==
 +
 
 +
==Moneymancer/Predictamancer==
 +
* Karma Buying
 +
Spend [[schmuckers]] to improve a side's karma.
 +
 
 +
==Moneymancer/Signamancer==
 +
* 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.
 +
 
 +
==Moneymancer/Turnamancer==
 +
* Treasury Robbery
 +
Steal [[schmuckers]] from an enemy's treasury.
 +
 
 +
==Moneymancer/Weirdomancer==
 +
* 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 [[promotion]]s 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.
 +
 
 +
==Predictamancer==
 +
 
 +
==Predictamancer/Signamancer==
 +
* Signmantic Prediction
 +
Teach a Signamancer to emulate Predictamancy with their own discipline.
 +
 
 +
* Ritual
 +
Figure out how to set up ideal [[ritual]]s 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.
 +
 
 +
==Predictamancer/Weirdmancer==
 +
* Prophetic Intuition Special
 +
Gives a unit a special that allows it to fight like a Predictamancer.
 +
 
 +
==Retconjurer==
 +
 
 +
==Rhyme-o-mancer==
 +
 
 +
==Shockmancer==
 +
 
 +
==Shockmancer/Turnamancer==
 +
* Forcefield Creation
 +
Create forcefields, similar to the [[hex]] boundaries.
 +
 
 +
==Shockmancer/Weirdomancer==
 +
* Juice Generator
 +
Create a magic item or building designed to convert Shockmancy to [[juice]].
 +
 
 +
==Signamancer==
 +
 
 +
==Signamancer/Turnamancer==
 +
* Forced Turning
 +
Force a unit to switch sides without necessarily brainwashing them and obtaining their consent.
 +
 
 +
* Mandate
 +
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.
 +
 
 +
==Signamancer/Weirdomancer==
 +
* Spellbook
 +
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 [[twoll]]s 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.
 +
 
 +
* Babel
 +
Disable a unit's ability to speak [[language]]. This spell might receive an especially large bonus if casted from a tower.
 +
 
 +
* Omniglot
 +
Conversely, it could enable a unit to speak ''all'' [[language]]s.
 +
 
 +
==Thinkamancer==
 +
 
 +
==Turnamancer==
 +
 
 +
==Turnamancer/Weirdomancer==
 +
* Land Ship
 +
Create a self powered [[ship]] that can traverse land the same way normal ships traverse the sea.
 +
 
 +
==Weirdomancer==
 +
 
 +
=Abnormal Link-ups=
 +
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 [[Caster]]s 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.
 +
<br>
 +
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.
  
==[[Thinkamancer]]/[[Moneymancer]]/[[Turnamancer]]==
+
==Thinkamancer/Warlord==
* Steal [[schmuckers]] from an enemy's treasury.
+
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.
  
==[[Thinkamancer]]/[[Moneymancer]]/[[Predictamancer]]==
+
==Thinkamancer/Croakamancer/Healomancer/Signamancer==
* Spend [[schmuckers]] to improve a side's karma.
+
* 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.
  
 
[[Category:Fanon]]
 
[[Category:Fanon]]

Latest revision as of 16:34, 13 November 2016

This page describes Fanon-level fan-created material. It does not conflict with Erfworld Canon, but it is not official.


(* note all linkups are in alphabetic order by the names of what is being linked *)

List of Normal Speculative Link-ups
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Findamancer Non Fin Pre Mat Tur Dol Wei Dir Cha Dit Loo Thi Foo Flo Sig Dat Sho Cro Ret Hat Car Rhy Luc Hea Mon
Predictamancer Non Fin Pre Mat Tur Dol Wei Dir Cha Dit Loo Thi Foo Flo Sig Dat Sho Cro Ret Hat Car Rhy Luc Hea Mon
Mathamancer Non Fin Pre Mat Tur Dol Wei Dir Cha Dit Loo Thi Foo Flo Sig Dat Sho Cro Ret Hat Car Rhy Luc Hea Mon
Turnamancer Non Fin Pre Mat Tur Dol Wei Dir Cha Dit Loo Thi Foo Flo Sig Dat Sho Cro Ret Hat Car Rhy Luc Hea Mon
Dollamancer Non Fin Pre Mat Tur Dol Wei Dir Cha Dit Loo Thi Foo Flo Sig Dat Sho Cro Ret Hat Car Rhy Luc Hea Mon
Weirdomancer Non Fin Pre Mat Tur Dol Wei Dir Cha Dit Loo Thi Foo Flo Sig Dat Sho Cro Ret Hat Car Rhy Luc Hea Mon
Dirtamancer Non Fin Pre Mat Tur Dol Wei Dir Cha Dit Loo Thi Foo Flo Sig Dat Sho Cro Ret Hat Car Rhy Luc Hea Mon
Changemancer Non Fin Pre Mat Tur Dol Wei Dir Cha Dit Loo Thi Foo Flo Sig Dat Sho Cro Ret Hat Car Rhy Luc Hea Mon
Dittomancer Non Fin Pre Mat Tur Dol Wei Dir Cha Dit Loo Thi Foo Flo Sig Dat Sho Cro Ret Hat Car Rhy Luc Hea Mon
Lookamancer Non Fin Pre Mat Tur Dol Wei Dir Cha Dit Loo Thi Foo Flo Sig Dat Sho Cro Ret Hat Car Rhy Luc Hea Mon
Thinkamancer Non Fin Pre Mat Tur Dol Wei Dir Cha Dit Loo Thi Foo Flo Sig Dat Sho Cro Ret Hat Car Rhy Luc Hea Mon
Foolamancer Non Fin Pre Mat Tur Dol Wei Dir Cha Dit Loo Thi Foo Flo Sig Dat Sho Cro Ret Hat Car Rhy Luc Hea Mon
Florist Non Fin Pre Mat Tur Dol Wei Dir Cha Dit Loo Thi Foo Flo Sig Dat Sho Cro Ret Hat Car Rhy Luc Hea Mon
Signamancer Non Fin Pre Mat Tur Dol Wei Dir Cha Dit Loo Thi Foo Flo Sig Dat Sho Cro Ret Hat Car Rhy Luc Hea Mon
Date-a-mancer Non Fin Pre Mat Tur Dol Wei Dir Cha Dit Loo Thi Foo Flo Sig Dat Sho Cro Ret Hat Car Rhy Luc Hea Mon
Shockmancer Non Fin Pre Mat Tur Dol Wei Dir Cha Dit Loo Thi Foo Flo Sig Dat Sho Cro Ret Hat Car Rhy Luc Hea Mon
Croakamancer Non Fin Pre Mat Tur Dol Wei Dir Cha Dit Loo Thi Foo Flo Sig Dat Sho Cro Ret Hat Car Rhy Luc Hea Mon
Retconjurer Non Fin Pre Mat Tur Dol Wei Dir Cha Dit Loo Thi Foo Flo Sig Dat Sho Cro Ret Hat Car Rhy Luc Hea Mon
Hat Magician Non Fin Pre Mat Tur Dol Wei Dir Cha Dit Loo Thi Foo Flo Sig Dat Sho Cro Ret Hat Car Rhy Luc Hea Mon
Carnymancer Non Fin Pre Mat Tur Dol Wei Dir Cha Dit Loo Thi Foo Flo Sig Dat Sho Cro Ret Hat Car Rhy Luc Hea Mon
Rhyme-o-mancer Non Fin Pre Mat Tur Dol Wei Dir Cha Dit Loo Thi Foo Flo Sig Dat Sho Cro Ret Hat Car Rhy Luc Hea Mon
Luckamancer Non Fin Pre Mat Tur Dol Wei Dir Cha Dit Loo Thi Foo Flo Sig Dat Sho Cro Ret Hat Car Rhy Luc Hea Mon
Healomancer Non Fin Pre Mat Tur Dol Wei Dir Cha Dit Loo Thi Foo Flo Sig Dat Sho Cro Ret Hat Car Rhy Luc Hea Mon
Moneymancer Non Fin Pre Mat Tur Dol Wei Dir Cha Dit Loo Thi Foo Flo Sig Dat Sho Cro Ret Hat Car Rhy Luc Hea Mon
List of Abnormal Speculative Link-ups
Multiple Thinkamancer Linkups Thinkamancer/Warlord

Normal Link-Ups

This section is intended to describe speculated spells, upgrades and items created by a Link-up with a Thinkamancer and one or two Casters.

Carnymancer

Carnymancer/Changemancer

  • Rewriting Chemistry

This caster link might be able to change a substance's chemical properties.

  • Unbreakable

Make an item unsusceptible to wear and tear and indestructible to anything short of high level magic.

Carnymancer/Croakamancer

  • Lichdom

Cheat death via lichdom.

Carnymancer/Date-a-mancer

  • 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.

  • Anarchy

Interfere with a ruler's ability to run the side, potentially preventing them from disbanding units or even giving orders.

Carnymancer/Dirtamancer

  • 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.

Carnymancer/Dittomancer

  • Scapegoat

Create a "scape goat" to take the consequences of a bad prediction in place of the original target.

Carnymancer/Findamancer

  • Unplottable

Make it nearly impossible to find a place by non-magical means, perhaps in a similar manner to the Smurf village.

Carnymancer/Foolamancer

  • 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.

  • Invisibility

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.

Carnymancer/Hat Magician

  • Anti-Portal Disbandment Shield

Break the rule that non casters disband when entering a portal to the Magic Kingdom.

  • Teleportation

Teleport directly to a location.

  • Daemon Summoning

Summon daemons.

Carnymancer/Luckamancer

  • 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.

Carnymancer/Mathamancer

  • Deletionism

Prove that 1 = 0.

Carnymancer/Moneymancer

  • 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.

Carnymancer/Predictamancer

  • 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.

Carnymancer/Signamancer

  • 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.

Carnymancer/Weirdomancy

  • Invincibility

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.

Changemancer

Changemancer/Dirtamancer

  • Terrain Type Enhancement

Change terrain type.

  • Petrification

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.

Changemancer/Dittomancer

  • 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.

Changemancer/Dollamancer

  • Shifting Items

Create clothes or tools capable of shifting form according the the user's needs.

Changemancer/Florist

  • 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.

Changemancer/Healomancer

  • Restore Unit

Repair long term damage, such as that caused by the heroine buds.

Changemancer/Moneymancer

  • 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.

Changemancer/Shockmancer

  • Batteries

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.

Changemancer/Signamancer

  • 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.

Changemancer/Weirdomancer

  • 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.

Croakamancer

Croakamancer/Date-a-mancer

  • 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.

Croakamancer/Dirtamancer

  • Corpse Golem

This combination could create Bone and Flesh Golems from corpses. After Croaking this unit could be turn into an Uncroaked.

  • Coffin

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.

  • Graveyard

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.

Croakamancer/Dollamancer

  • Corpse Golem

This combination could create Bone and Flesh Golems from corpses. After Croaking this unit could be turned into an uncroaked.

  • 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.

  • Mummy

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.

Croakamancer/Florist

  • Zero Upkeep

Give living units zero upkeep in much the same way as Uncroaked and Decrypted.

  • Death Plague

Create plagues, maybe even an uncroaking plague. The casting would likely resemble a certain piece of children's Rhyme-o-mancy.

  • Death Blossom

Create a flower that releases a death curse attack in all directions.

Croakamancer/Foolamancer

  • 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.

  • Ghost

Uncroacks a corpse into a ghost restoring its mind but making it intangible.

Croakamancer/Hat Magician

  • Dimensional Lock

Ward an area to block magic hats, portals, or any other form of teleportation.

Croakamancer/Healomancer

  • Resurrection

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.

Croakamancer/Lookamancer

  • Death Glare

Grant a unit the ability to kill any unit that looks it directly in the eyes.

Croakamancer/Moneymancer

  • Corpse for Gem Conversion

Depop corpses for gems.

Croakamancer/Signamancer

  • 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.

  • Reincarnate

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

Sever a unit's g-string, croaking them with almost no damage to their physical bodies. This linkup may also be capable of severing attunement.

  • Curse

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.

Croakamancer/Shockmancer

  • Defibrillator

A Magic Item could direct shock directly to the heart of a unit that died from a failed heart (gas, death of fright, death from sudden cold), restoring it to normal life instead of uncroaking it.

  • 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.

Croakamancer/Turnamancer

  • Stasis

Create a magic item that can lock units into stasis, much like when a city goes neutral.

Croakamancer/Weirdomancer

  • Ghost

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.

  • Antimagic

Suppress all magic other than natural magic.

Date-a-mancer

Date-a-mancer/Dittomancer

  • 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.

Date-a-mancer/Findamancer

  • 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.

Date-a-mancer/Florist

  • 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.

Date-a-mancer/Luckamancer

  • Measure Luckamancy

Measure the amount of Luckamancy a side has to spare across different things.

Date-a-mancer/Moneymancer

  • False Regency

Create an enchantment that produces the same effects as a regent warlord.

Date-a-mancer/Predictamancer

  • Romantic Prediction

Predict how well a couple is likely to turn out.

Date-a-mancer/Rhyme-o-mancer

  • 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

Date-a-mancer/Signamancer

  • 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.

Date-a-mancer/Turnamancer

  • 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.

Dirtamancer

Date-a-mancer/Weirdomancer

  • Ranking

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.

  • Ennoblement

At a cost in schmuckers, promote a unit to nobility or even royalty.

Dirtamancer/Dollamancer

  • Dollhouse

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.

Dirtamancer/Findamancer

  • 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.

Dirtamancer/Florist

  • Farm Terrain

Convert terrain type to a farm.

  • Forest Terrain

Convert terrain type to forest.

  • Tree House

Create a "tree house", a sort of a cross between a unit and a city, possibly capable of repairing damage done to the city at the beginning of each turn like a regular unit.

Dirtamancer/Foolamancer

  • Holotec City

Upgrade a city to be capable of self-veiling and have holographic displays.

  • Veiled Traps

Better conceal Dirtamancy traps.

  • Holodeck

Create a Holodeck.

Dirtamancer/Hat Magician

  • 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.

Dirtamancer/Lookmancer

  • Far-sight Tower

Upgrade the tower with a far-sight ability.

Dirtamancer/Moneymancer

  • 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.

Dirtamancer/Predictamancer

  • Divination Gem

In a reference to geomancy, create a magic item that can be used for divination.

Dirtamancer/Shockmancer

  • Lodestone

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.

Dirtamancer/Signamancer

  • 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.

Dirtamancer/Turnamancer

  • 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.

  • Factories

Create buildings that can aid in production in an automated fashion.

  • Drill Tank

Create a vehicle capable of burrowing through the earth.

Dirtamancer/Weirdomancer

  • 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

Manipulate weather.

  • 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.

Dittomancer

Dittomancer/Croakamancer

  • 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.

Dittomancer/Dollamancer

  • 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.

Dittomancer/Findamancer

  • Found Replica

Creates a replica of a item that can be found by a Findamancer.

Dittomancer/Lookamancer

  • Quantum Key Distribution

Use a magical equivalent to quantum key distribution, making possible to detect if a Thinkagram is being intercepted.

Dittomancer/Luckamancer

  • Copy Rolls

"Copy" Numbers rather than "stealing" them, allowing a unit to have good luck without causing bad luck for other people.

Dittomancer/Moneymancer

  • Juice Buying

Use up juice to double some number of shmuckers.

  • Everfull Purse

Create a purse-like magic item that refills every turn as long as one shmucker is left inside.

Dittomancer/Signamancer

  • Blueprints

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.

Dittomancer/Turnamancer

  • 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.

Dittomancer/Weirdomancer

  • Copy Special

Copy specials from one unit and bestow them upon others. It might be possible to use this to grant casters native access to extra disciplines.

Dollamancer

Dollamancer/Florist

  • 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.

Dollamancer/Foolamancer

  • Veiling Raiment

Creating raiment with built in Foolamancy, such as camouflage or invisibility.

Dollamancer/Hat Magician

  • 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.

Dollamancer/Healomancer

  • 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.

  • Ambulance

Create a healing vehicle.

Dollamancer/Predictamancy

  • Prediction Puppets

Create a magic item that allows a predictamancer to make more accurate predictions by showing what will happen with animated puppets.

Dollamancer/Turnamancer

  • 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.

Dollamancer/Luckamancer

  • 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.

Dollamancer/Shockmancer

  • Shock Cannon

Create a shockmancy hand cannon.

Findamancer

Findamancer/Foolamancer

  • Phishing

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.

Findamancer/Lookamancer

  • Scrying

Scry on any position anywhere.

Findamancer/Mathamancer

  • Planning

Figure out the best way to achieve a desired goal.

Findamancer/Signamancer

  • 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

Bind something to a unit via Fate, ensuring that said entity will always find its way back to said unit.

Florist

  • 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.

Florist/Healomancer

  • 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.)

Florist/Moneymancer

  • Money Tree

Create "cash crops" so that gems can be harvested in place of rations.

Florist/Shockmancer

  • Power Plant

Create a plant capable of generating Shockmancy.

Florist/Signamancer

  • Pressed Flower

Create pressed flowers.

Foolamancer/Croakamancer

  • 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.

Foolamancer/Mathamancer

  • Encrypted Eyebook

Modify an eyebook to perform encryption.

Foolamancer/Predictamancer

  • False Prophecy

Manipulate Fate to create a false prophecy so as to fool another side's Predictamancers.

Foolamancer/Signamancer

  • 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.

Foolamancer/Shockmancer

  • Epileptic Seizure

Create Foolamancy designed to induce epileptic seizures in enemy units.

Foolamancer/Turnamancer

  • Thinkspace Acceleration

Increase the speed of time/thought in Thinkspace.

Foolamancer/Weirdomancer

  • 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.

Hat Magician

  • 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.

Hat Magician/Lookamancer

  • Lookamancy Visor

Create a visor that gives access to various Lookamancy based specials and enables the wearer to detect Foolamancy.

Hat Magician/Moneymancer

  • Schmucker Space Purse

Create a purse-like magic item that can hold an unlimited number of schmuckers like a treasury and convert them into gems.

Hat Magician/Predictamancer

  • Intuition Headband

Create a headband capable of enhancing a unit's intuition.

Hat Magician/Rhyme-o-mancer

  • 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.

Hat Magician/Turnamancer

  • Intercept Hat Message

Redirect someone else's hat message.

Healomancer

Healomancer/Moneymancer

  • Juice Buying

Convert schmuckers to juice.

  • Health Buying

Heal a unit by paying schmuckers.

Healomancer/Signamancer

  • 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.

Healomancer/Turnamancer

  • 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.

Lookamancer

Lookamancer/Shockamancer

  • Blind Blast

Creates a blast of shockamancy/lookamancy that blinds every unit damaged by it.

Lookamancer/Signamancer

  • 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.

Luckamancer

Luckamancer/Mathamancer

  • 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.

Luckamancer/Moneymancer

  • Luck Buying

Spend schmuckers to produce more good luck for the side.

Mathamancer

Mathamancer/Predictamancer

  • 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

Summon daemons with the Mathamancy special as a pun on Laplace's demon.

Moneymancer

Moneymancer/Predictamancer

  • Karma Buying

Spend schmuckers to improve a side's karma.

Moneymancer/Signamancer

  • 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.

Moneymancer/Turnamancer

  • Treasury Robbery

Steal schmuckers from an enemy's treasury.

Moneymancer/Weirdomancer

  • 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.

Predictamancer

Predictamancer/Signamancer

  • Signmantic Prediction

Teach a Signamancer to emulate Predictamancy with their own discipline.

  • Ritual

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.

Predictamancer/Weirdmancer

  • Prophetic Intuition Special

Gives a unit a special that allows it to fight like a Predictamancer.

Retconjurer

Rhyme-o-mancer

Shockmancer

Shockmancer/Turnamancer

  • Forcefield Creation

Create forcefields, similar to the hex boundaries.

Shockmancer/Weirdomancer

  • Juice Generator

Create a magic item or building designed to convert Shockmancy to juice.

Signamancer

Signamancer/Turnamancer

  • Forced Turning

Force a unit to switch sides without necessarily brainwashing them and obtaining their consent.

  • Mandate

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.

Signamancer/Weirdomancer

  • Spellbook

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.

  • Babel

Disable a unit's ability to speak language. This spell might receive an especially large bonus if casted from a tower.

  • Omniglot

Conversely, it could enable a unit to speak all languages.

Thinkamancer

Turnamancer

Turnamancer/Weirdomancer

  • Land Ship

Create a self powered ship that can traverse land the same way normal ships traverse the sea.

Weirdomancer

Abnormal Link-ups

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.

Thinkamancer/Warlord

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.

Thinkamancer/Croakamancer/Healomancer/Signamancer

  • 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.