Croakamancy
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==Limitations== | ==Limitations== | ||
| - | Croakamancy has significant limits - the uncroaked have a limited persistance (or 'halflife') before they rot down and | + | Croakamancy has significant limits - the uncroaked have a limited persistance (or 'halflife') before they rot down and disintegrate and the transition to their new twilight existence robs them of a lot of their higher brain functions: casters lose their magical abilities, warlords lose a great deal of their initiative and command skill and regular units lose pretty much all trace of their identity. However, some abilities are maintained, and an uncroaked [[warlord]] can still lead to some degree and uncroaked [[flying unit]]s can still fly. |
The amount of time and attention a [[Croakamancer]] invests in uncroaking a creature has a significant effect - a mass of creatures uncroaked in a hurry will only last a few turns, but an individual or small group carefully revived can last a very long time indeed. | The amount of time and attention a [[Croakamancer]] invests in uncroaking a creature has a significant effect - a mass of creatures uncroaked in a hurry will only last a few turns, but an individual or small group carefully revived can last a very long time indeed. | ||
Revision as of 23:58, 6 May 2009
Contents |
Proposed Canon
Croakamancy is one of the three disciplines of the Magic class Naughtymancy; it is aligned with the axis of Fate.Erf-b1-p038a
| Class\Axis | Erf | Fate | Numbers |
|---|---|---|---|
| [[{{{1}}}]] |
Speculation
Abilities
- Uncroaking recently deceased units.
Limitations
Croakamancy has significant limits - the uncroaked have a limited persistance (or 'halflife') before they rot down and disintegrate and the transition to their new twilight existence robs them of a lot of their higher brain functions: casters lose their magical abilities, warlords lose a great deal of their initiative and command skill and regular units lose pretty much all trace of their identity. However, some abilities are maintained, and an uncroaked warlord can still lead to some degree and uncroaked flying units can still fly.
The amount of time and attention a Croakamancer invests in uncroaking a creature has a significant effect - a mass of creatures uncroaked in a hurry will only last a few turns, but an individual or small group carefully revived can last a very long time indeed.
Croakamancer Bonuses
A Croakamancer can also provide significant leadership bonuses to uncroaked units in combat and a master can even lead them in a dance fight - assuming he or she is capable of dance-fighting themselves. This is significant because very few casters have the ability to provide a leadership bonus.
Known Croakamancers
Wanda Firebaugh - Chief Croakamancer of Gobwin Knob. Previously a unit in Kingdom of Faq.
Known fusions
So far the only known fusion involving Croakamancy was the uncroaking of the Gobwin Knob volcano which ended the Battle for Gobwin Knob. This required the linkup of a Master Dirtamancer (Sizemore Rockwell) and a Master Croakamancer (Wanda Firebaugh) by an experienced Thinkamancer (Maggie). Such a casting should not be expected to occur with any great frequency.