Carnymancy

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(Speculation)
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*May involve taming of wild units, which would correspond to the [[Arkenhammer]], like in a circus carnival.
*May involve taming of wild units, which would correspond to the [[Arkenhammer]], like in a circus carnival.
*May involve mesmerizing the enemy with flashy production values, if Carnymancy was the extra element in the [[Vanna]] "Wheel of Fortune" linked [[Turnamancy]] spell. Since carnivals involve fooling the "townies", are there links to [[Foolamancy]]?  
*May involve mesmerizing the enemy with flashy production values, if Carnymancy was the extra element in the [[Vanna]] "Wheel of Fortune" linked [[Turnamancy]] spell. Since carnivals involve fooling the "townies", are there links to [[Foolamancy]]?  
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*While under the influence of a carnival, people tend to lose track of both time and money, while throwing themselves into assorted activities with great passion. This mental state ends when something external intrudes- they blink the lights off breifly when it is time to shut down for the night, or you suddenly discover you are out of tickets or money or some other critical resource. Therefore, it may be a spell of carnymancy to induce an enemy to make bad and wasteful desisions, not counting the cost- and therefore overextending themselves, until they realize they are in a VERY vulnerable situation. Discussion?
[[Category:Speculation]]
[[Category:Speculation]]
[[Category:Magic]][[Category:Proposed Canon]]
[[Category:Magic]][[Category:Proposed Canon]]

Revision as of 22:35, 23 April 2011

Contents

Canon

Class\Axis Erf Fate Numbers
Stagemancy Hat Magic Carnymancy Rhyme-o-mancy

Proposed Canon

Information

Carnymancy is one of the three disciplines of the Magic class Stagemancy; it is aligned with the axis of Fate.Erf-b1-p038aSame-site.PNG

Abilities

  • As of yet Unknown.

Known Carnymancers

Jeftichew, formerly in service to Unaroyal, now residing in the Magic Kingdom. First Intermission 43

Speculation

  • Possibly the Fate magic behind the Arkenhammer.
  • May reduce enemy abilities, similar to how carnival games are 'fixed' to be disproportionately difficult.
  • May have minor abilities of other schools, which would explain why the Arkenhammer has so many different and wild abilities.
  • May involve taming of wild units, which would correspond to the Arkenhammer, like in a circus carnival.
  • May involve mesmerizing the enemy with flashy production values, if Carnymancy was the extra element in the Vanna "Wheel of Fortune" linked Turnamancy spell. Since carnivals involve fooling the "townies", are there links to Foolamancy?
  • While under the influence of a carnival, people tend to lose track of both time and money, while throwing themselves into assorted activities with great passion. This mental state ends when something external intrudes- they blink the lights off breifly when it is time to shut down for the night, or you suddenly discover you are out of tickets or money or some other critical resource. Therefore, it may be a spell of carnymancy to induce an enemy to make bad and wasteful desisions, not counting the cost- and therefore overextending themselves, until they realize they are in a VERY vulnerable situation. Discussion?
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