|Multiple Thinkamancer Linkups||Thinkamancer/Warlord|
Normal Thinkamancy Link-Up
This section is intended to describe speculated spells, upgrades and items created by a Link-up with a Thinkamancer and one or two Casters.
Cheat death via lichdom.
- Fake Love
Love is said to be a form of natural Thinkamancy. Hippiemancy has some minor effects on love, but cannot create "true" love. Love is also said to mess up the dice, which may be a form of natural Carnymancy. No known spell can directly manipulate love, but the combined effects of these 3 disciplines might be able to what normal spells cannot, like: Amplify love's ability to defy the laws of Erfworld; Strengthening the bond between a compatible pairing and increasing their chances of getting together; Manipulate an incompatible pairing into falling into a twisted, destructive mockery of love.
- City Construction
Create a city where it would not normaly be possible (not a city location)
- 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)
- Garrison Defense
Break the rule that a city falls when its garrison is taken.
- Limit Break City Upgrade
Make it possible to upgrade a city beyond level 5.
Create a "scape goat" to take the consequences of a bad prediction in place of the original target.
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. 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.
- Anti-Portal Disbandment Shield
Teleport directly to a location.
- Daemon Summoning
- Luck Theft
Steal another side's good luck.
Prove that 1 = 0.
- Custom Unit Popping
Influence the design of a unit in production, determining personality traits, appearance, and anything else Fate would decide, such as popping a caster versus a warlord and whatever random specials the unit type can pop with.
- Broken Window Bonus
Add a bonus to schmucker production for each broken window in a city.
- Ponzi Scheme
Inspire Ponzi schemes.
- Diminishing Return Manipulation
Manipulate the diminishing returns rule.
- Prediction Manipulation
Accurately gauge and cancel a specific fated event or ensure that the prediction manifests in your favor.
- Prediction Creation
Create fated events yourself as the Titans do.
- Prediction Fight
Pit two incompatible Fates against one another.
- Negate Contract
Negate a magically enforced contract for one turn.
- Fulfill Contract
Force a contract to be considered fulfilled even trough it isn't.
Allow a unit to enter "god mode", attaining invincibility from all conventional attacks for one turn.
- Terrain Type Enhancement
Change terrain type.
Petrify enemy units.
- Advanced City
A retconjuration reveals that Changemancy is very similar to Dirtamancy, except it focuses on finer details with smaller objects and is unable to create new units. As such, this linkup might allow for a far more sophisticated and magically advanced city to be designed than by Dirtamancy alone.
- Clone into Unit
Change a unit into a doppelganger of another.
- Duplicate Item
Create permanent duplicates of existing items.
- Shifting Items
Create clothes or tools capable of shifting form according the the user's needs.
- GM Crops
Create GM crops.
- Optimal Fertilizer
Create an optimal fertilizer to improve plant growth. It might then be possible to use a subsequent linkup between the Changemancer and a Dirtamancer to modify a farm hex to use the same formula and add a bonus to the production of rations.
- Restore Unit
Repair long term damage, such as that caused by the heroine buds.
- Item Buying
Directly convert schmuckers into other things and vice versa.
- Enhance Unit Signamancy
Change a unit's natural Signamancy. This linkup would presumably be unable to change a unit's species or unit class, but might be able to change a unit's gender, complexion, hair color, and possibly even their personality to a degree.
- Change Unit Type
Change a unit of one type into a different type of unit.
- Heir to Frog Conversion
Turn heir into frogs or vice versa.
- Harvest Juice
Harvest juice from the lingering life forces of those deceased.
- Corpse Golem
Create special coffins that can preserve bodies against decay for future use.
- Death Metal Golem
Create a "Death metal golem", an stronger version of the metal golem, capable of using basic Shockamancy or applying status effects on enemy units. This golem may have special abilities similar to those of a certain Marvel supervillain.
Can create a Graveyard building 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.
- Corpse Golem
- Voodoo Doll
Create a voodoo doll, which could be bound by Thinkamancy to some enemy unit, exert a level of control over them, and via Croakamancy, torture them.
Create a "mummy" uncroaked unit, which would not decay like a regular uncroaked.
- Zero Upkeep
- Death Plague
- Death Blossom
Create a flower that releases a death curse attack in all directions.
- Feign Death
Create a "feign death" spell or magic item to send a unit into something similar to death, except that it is only temporary. This could be used to trick enemies or perhaps be used as a loophole around contracts that are meant to last until death.
Uncroacks a corpse into a ghost restoring its mind but making it intangible.
- Head 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.
- Corpse for Gem Conversion
Depop corpses for gems.
- Ghost Whispering
Natural Signamancy is capable of commemorating those long deceased, so it would seem that Erfworld stores information about them somewhere. This linkup might make it possible to commune with Erfworlders that have passed on to the city of heroes.
- 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. It might be possible to extend the range infinitely by channelling the Shockamancy through Thinkagrams.
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.
- Double Date
In a reference to double dating, figure out which units would fight side by side best, creating a bonus to Leadership.
- 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.
- False Regency
Create an enchantment that produces the same effects as a regent warlord.
- Romantic Prediction
Predict how well a couple is likely to turn out.
- 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.
- 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.
- Automatic City
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.
- Doll Factory
Create a building that produces Dollamantic units more efficiently than the caster alone.
- Long-Range Traps
This combination could find enemy Units and then sink them into the very ground they stand on from far beyond the range of any weapon.
- Dowsing Rod or Sonar
Create a dowsing rod or sonar magic item, which could find various objects or areas underground, like gems or tunnels.
- Farm Terrain
Convert terrain type to a farm.
- Forest Terrain
Convert terrain type to forest.
- Tree House
- Holotec City
Upgrade a city to be capable of self-veiling and have holographic displays.
- Veiled Traps
Create a Holodeck.
- Portal Construction
Create a portal. Possibly modify the capital and its associated city template into having a portal network, allowing the side to redeploy its troops across its different cities with ease.
- Enhance Hex Size
Make a hex bigger (or smaller) on the inside than the outside.
- Dimension Creation
Create a dimensional space. This could be used to store otherwise vulnerable resources, such as farms.
- Far-sight Tower
Upgrade the tower with a far-sight ability.
- Reduced Cost City Upgrading
Upgrade cities at a greatly reduced cost without the casters being physically present in the cities. This link-up could be very cost-effective to a side that has many low-level cities.
- Manipulate Mine
Finding mines or other sources of gems. Making mines more productive (finding more gems, 'upgrading' gems to be worth more). Depending on how mines work, if mines automatically regenerate gems over time, it might even be possible to use this combination to create a mine.
- City Site Creation/Destruction
Modifying a terrain type to create (or destroy) a city site.
- Gem Golem
Turn Schmuckers and Gems into Golems made out of gems.
- 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.
- Divination Gem
In a reference to geomancy, create a magic item that can be used for divination.
This combination could create a Lodestone -- a natural magnet -- which could be used to point to magnetic north for navigation, or if made much more powerful, affix metal-clad Units in place or rip the metal weapons from the hands of troops.
- Upgraded Lighting Trap
Create a lightning rod to protect a city from shockamancy attacks and redirect them at opponents. In DigDoug Episode 3, it is confirmed that a Dirtamancer can already do something similar on their own, but this linkup may offer improvements, such as the ability to charge up Shockamancy attacks on its own.
- Electric Wall
Create an electrically charged wall.
- Trap City
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. Using a library enhanced in this way, it may be possible to only hire a Dirtamancer once to add this trap to the city template, and have some warlord upgrading the city add it without a Dirtamancer in the future.
- 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.
- City Special
Give cities a special from a unit. Ex: A flying city, with the Flight Special, protecting it from conventional attack, save flyers and casters. A Inferno city, with the Fire Resistance and the Fire Special, that damages any unit without the Fire Resistance special and never turns into a Ash Hex.
- Weather Manipulation
- Non-Euclidian City
Build a non-euclidian city such as R'lyeh
- 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.
- Copy Rolls
"Copy" Numbers rather than "stealing" them, allowing a unit to have good luck without causing bad luck for other people.
- Juice Buying
- Schumcker Investment Purse
- 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 )
- Farming Scarecrow
Create a scarecrow variant with the ability to farm for more upkeep.
- Farming Tools
Create farming tools that give a bonus to the production of rations.
- Veiling Raiment
Creating raiment with built in Foolamancy, such as camouflage or invisibility.
- Animated Armour Trinket
Create a "transformation trinket" style magic item to quickly dress the user in adjustable armor capable of animating itself according to mental commands.
- Healing Golem
Create golems that can heal golems and non-golem units.
- Healing Raiment
Create clothes or bandages that effectively grant the wearing unit the regenerate special, healing hits over time.
- Self-Repairing Armour
Create armor capable of gradually self-repairing over time.
Create a healing vehicle.
- Turning Coat
Create a magic coat that subtly influences the wearer to change sides.
- Jinxed Dummy
Create a training dummy with perpetually bad luck, making training easier and using up the side's bad numbers at the same time. The side could potentially use their training dummies against each other, with one dummy's horrible to-hit chance balanced out by the other dummy's horrible dodge chance and using up bad numbers from both sources.
- Shock Cannon
Create a shockmancy hand cannon.
Scry on any position anywhere.
- Search Library/Book
Enchant a library or book to contain search functionality.
- Tracking Device
Create a tracking device.
- Stimulant Crop
Create an Erfworld equivalent to coffee, effectively producing a ration that can apply the effect of the Thinkamancy spell that acts as a stimulant.
- Medicinal Drug
Create medicinal drugs that can be used to heal units. (Olive Branch outright states that this is possible, though it is unclear that she can be trusted in this.)
- Money Tree
- Pressed Flower
Create pressed flowers.
- Mindtrapping Item
Create a magic item that can incapacitate units, trapping their minds in an illusion.
- Encrypted Eyebook
Modify an eyebook to perform encryption.
- False Prophecy
Manipulate Fate to create a false prophecy so as to fool another side's Predictamancers.
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.
- Spell Code Google
Create a magic item that can 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 every book ever printed.
- 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.
- Thinkspace Acceleration
Increase the speed of time/thought in Thinkspace.
- Casterlink Hat
- Lookamancy Visor
Create a visor that gives access to various Lookamancy based specials and enables the wearer to detect Foolamancy.
- Schmucker Space Purse
- Intuition Headband
Create a headband capable of enhancing a unit's intuition.
- Rhyming Hat
Create a magic hat that assists the wearer in using Rhyme-o-mancy or even playing Rhyme-o-mancy on its own, using the associated bonus to improve leadership or spellcasting.
- Intercept Hat Message
Redirect someone else's hat message.
- Juice Buying
Convert schmuckers to juice.
- 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.
- Minimap Item
Create a magic item that can map the user's current location.
- Targeted Luck
The Mathamancer determines the most important battles and the Luckamancer tilts them in his side's favor, perhaps more efficiently than if they did so without the link.
- Luck Buying
Spend schmuckers to produce more good luck for the side.
- Enhanced Prediction
Predictamancy does not literally predict the future as Mathamancy does, but rather by viewing behind the scenes information, including Fate's plan for Erfworld. By feeding the variables acquired from Fate into Mathamancy calculations, it may be possible to acquire very accurate information on what the future holds, at least until their prediction is disrupted by their attempts to act on this knowledge.
- Laplace's Daemon
- Karma Buying
Spend schmuckers to improve a side's karma.
- Book Shopping
Allows the library to buy and sell books with Schmuckers.
- Treasury Robbery
Steal schmuckers from an enemy's treasury.
- Special Buying
Allow normally inappropriate specials to be paid for and bought (made permanent) for unit: flying siege engines, tunnelling dwagons, heavy archons, etc.
- Weird Popping
Allow the popping of such weird units.
- Weird Promotion
Allow for promotions that are not available by default, such as promoting infantry and warlords into gaining the caster special or conversely adding warlord status to an existing caster.
- Signmantic Prediction
Teach a Signamancer to emulate Predictamancy with their own discipline.
- Book of Prophecies
Creates a book that registers every prediction known to the side and tell us if its unfulfilled or fulfilled.
- Prophetic Intuition Special
Gives a unit a special that allows it to fight like a Predictamancer.
- Forcefield Creation
Create forcefields, similar to the hex boundaries.
This section is intended to describe speculated spells, upgrades and items created by a Link-up that are not composed of a Thinkamancer and one or two Casters.
Multiple Thinkamancer Linkups
This concept of this combination is that one Thinkamancer can link two more, which allows those two to link together two more Casters each, allowing a combination of five Disciplines instead of three. Although conceptually possible, Linking is described as an ability, not a spell, and as such might not be enhanced by the Link. If Linking devolves the mind to a function, and abilities are learned outside that function or if the suppression of others' individuality requires individuality of your own, then the two Linked Thinkamancers would not have access to this ability. Given the complexity of the Summon Perfect Warlord Spell, it may have required more than three Disciplines to create, and so may have been the result of a Link of this type. Given the danger of unravelling a link of only three Casters, unravelling more than three could not be anything less than suicidally dangerous.
- Another thought is to use a thinkamancer to chain together two other links, treating each chain as a single entity, as is the nature of the linkup. this would, of course, result in a total of seven participants and like mentioned, would be suicidal to separate without entire groups of thinkmancers working together, slowly, to unravel the linkup.
Potentially, a three thinkamancer link-up could also provide thinkamancy unparalleled outside of the Arkendish. Outright mind control as opposed to suggestion spells. Vastly improved thinkagrams. Stronger resilience of the link between casters, to the level that merely mentioning their names wouldn't kill them.
Thus far, linkups have only been formed between casters. Forming a linkup between a Thinkamancer and a Warlord, or at least, some equivalent to a linkup, probably isn't even possible under normal circumstances. It should be noted however, that Warlords and Casters are popped in the same way, and that at least one warlord, Parson Gotti, has been strongly hinted to be dual classed, qualifying as a caster of some kind. If there is a way to link a warlord with a Thinkamancer, or at least create a dual class Thinkamancer/Warlord, it would open up all kinds of possibilities.
- 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.