

GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.


0beron wrote:I suspect a Turnamancer might be able to try their hand at taming wild creatures, but it seems more within the realm of Carnymancy based just on the name/reference of the discipline. Plus the 'Hammer displays what are (in my opinion) all possible applications of Carnymancy ("cheap tricks" like levitation, lightning effects, magic tricks with birds) so it makes sense that a normal Carnymancer could do it with varying degrees of success. The same logic holds that the "Hammer can probably tame other wild units as well, and Stanley just hasn't had the chance to try (Gobwin and the like are Natural Sides, not Wild, so he probably couldn't try it on them)

Nnelg wrote:Oooh, I hadn't thought about [Taming] as a potential facet of Carnymancy. I think I'll put it in my game, if you don't mind...
Also, I don't think turnamancy would do it here, as you're not really 'turning' something.
GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.


Stanley wrote:He really should teach himself to use the thing better. Wanda said she thought it was a whole mess of different magicks, what'd she say...Shockmancy, obviously. Rhyme-o-mancy because it rocked out. Carnymancy because it made big flashes and sometimes could make things disappear (he never could do it on purpose, though). And what else? Changemancy? He looked at the hammer closely. There might be a lot more he could do with it besides taming dwagons, which was...Date-o-mancy, he guessed?


cloudbreaker wrote:I could see a Hat Magician making a cap that makes the wearer part of their side, either permanently or as long as the hat is there.
cloudbreaker wrote:I could see a Foolamancer tricking someone...(that one makes my head spin).
cloudbreaker wrote:Wanda sort of uses the pliers to turn units using Croakamancy.
GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.


0beron wrote:cloudbreaker wrote:I could see a Hat Magician making a cap that makes the wearer part of their side, either permanently or as long as the hat is there.
Not sure about this one, seems totally unrelated to any of a Hat Magician's demonstrated powers.
0beron wrote:cloudbreaker wrote:I could see a Foolamancer tricking someone...(that one makes my head spin).
Too OP, Foolamancers are already very powerful, so even if this works, it would be more of a temporary distraction which prevents the unit from acting or something. Definitely wouldn't be a long term "turn".
0beron wrote:cloudbreaker wrote:Wanda sort of uses the pliers to turn units using Croakamancy.
The 'Pliers are a very unique case, they are a 'Tool after all, so they can't really tell us anything about what normal Croakamancy does. And even so, the "turning" aspect of the 'Pliers is no different from normal croakamancy. You take a corpse formerly of another side, and turn it into a "new" unit of your side.

cloudbreaker wrote:0beron wrote:The 'Pliers are a very unique case, they are a 'Tool after all, so they can't really tell us anything about what normal Croakamancy does. And even so, the "turning" aspect of the 'Pliers is no different from normal croakamancy. You take a corpse formerly of another side, and turn it into a "new" unit of your side.
The 'pliers are certainly a unique case. But the turning aspect is different because the new units have their old memories, as well as personalities. The closest we got to seeing an uncroaked with a memory was in this panel.
GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.


Obviouslycloudbreaker wrote:Turnamancy seems to manually switch which side's orders a unit follows.
Its the power of relationships as far as I've seen. So I bet it would tie a unit to a specific person. (Like Stanley and his hammer). Probably different than turnamancy since it is a tie to a specific unit.cloudbreaker wrote:I could see Date-a-mancy being used for persuading units to come to their side (as in wanting to be with the ones you love).
There has got to be a method of rigging the game, that helps with the normal procedure of turning units. I bet it definitely can do something like lion taming, probably aiding in the normal methods of taming.cloudbreaker wrote:I could see Carnymancy being used for intimidating a unit into joining their side (as in lion taming).
Maybe. No idea what hat magic is capable of though. It seems to make magic hats that affect the wearer and banishing/summoning stuff from hats. So its certainly a possibility.cloudbreaker wrote:I could see a Hat Magician making a cap that makes the wearer part of their side, either permanently or as long as the hat is there.
Yup, pretty obvious.cloudbreaker wrote:I could see a Thinkamancer brainwashing someone into thinking it would be a good idea to turn to their side.
There is probably some sort of foolamancy to help with normal procedures of taming/turning.cloudbreaker wrote:I could see a Foolamancer tricking someone into thinking that they had been turned to another side, and they turn to the Foolamancer's side thinking that it was their original one, only to find out it wasn't (that one makes my head spin).
Dead units. I bet that with heavy duty experimentation on croaked units you could really improve croakamancy though. (Mummies decaying slower, chimerical zombies, a unit with the rest of the body kept artificially alive and a dead brain ect.) So you could probably get something like turning.cloudbreaker wrote:Wanda sort of uses the pliers to turn units using Croakamancy.
I bet it can grant a special that helps turn units. Or improve an existing one.cloudbreaker wrote:And who knows what Wierdomancy might be capable of.
Lamech wrote:There has got to be a method of rigging the game, that helps with the normal procedure of turning units. I bet it definitely can do something like lion taming, probably aiding in the normal methods of taming.cloudbreaker wrote:I could see Carnymancy being used for intimidating a unit into joining their side (as in lion taming).
GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.


Selexor wrote:<Well, lots of stuff, but lets take this.>
Now we look at the powers of the Arkenhammer!
It randomly turns nuts into birds and birds into nuts. (Changemancy)
It randomly makes things disappear. (Unknown, possibly Hat Magic or Changemancy)
It semi-predictably sends bolts of shockamancy out. (Shockamancy)
It predictably tames Dwagons. (Unknown, possibly Weirdomancy to alter Loyalty)
It predictably allows the wielder to fly. (Unknown, possibly Weirdomancy, or even a Dollamancy buff like King Slately's jetpack)
It predictably allows the wielder to Rock Out. (Stagemancy or Rhyme-O-Mancy)
Stanley thinking about his 'hammer wrote:Carnymancy because it made big flashes and sometimes could make things disappear...

?Selexor wrote:Well, keep in mind what Headmaster Issaac said when he looked at the Carnymancy scroll - that it might send Parson home, or it might destroy him, but either way it's designed to wipe him off Charlie's game board. Think about the significance of that. Headmaster Issaac, quite probably one of the most knowledgable units in Erfworld as to how Magic works, if not THE most knowledgable unit, is handed a Carnymancy scroll, told what it probably does, and has absolutely no idea what it really does at all.
Selexor wrote:Spoiler: show



Glome wrote:I'm just going to leave this here. I'm not sure what comic this comes from, I randomly found the image the internet, although I bet Thor is referring to Loki. I wonder if we will eventually see a Loki inspired changemancer.

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