Speculative Link-ups

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{| class="wikitable"
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|+List of Normal Speculative Link-ups
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! [[Thinkamancer]] !! | ''N<br>o<br>n<br>e'' !! [[Findamancer|F]]<br>[[Findamancer|i]]<br>[[Findamancer|n]]<br>[[Findamancer|d]]<br>[[Findamancer|a]]<br>[[Findamancer|m]]<br>[[Findamancer|a]]<br>[[Findamancer|n]]<br>[[Findamancer|c]]<br>[[Findamancer|e]]<br>[[Findamancer|r]] !! [[Predictamancer|P]]<br>[[Predictamancer|r]]<br>[[Predictamancer|e]]<br>[[Predictamancer|d]]<br>[[Predictamancer|i]]<br>[[Predictamancer|c]]<br>[[Predictamancer|t]]<br>[[Predictamancer|a]]<br>[[Predictamancer|m]]<br>[[Predictamancer|a]]<br>[[Predictamancer|n]]<br>[[Predictamancer|c]]<br>[[Predictamancer|e]]<br>[[Predictamancer|r]] !! [[Mathamancer|M]]<br>[[Mathamancer|a]]<br>[[Mathamancer|t]]<br>[[Mathamancer|h]]<br>[[Mathamancer|a]]<br>[[Mathamancer|m]]<br>[[Mathamancer|a]]<br>[[Mathamancer|n]]<br>[[Mathamancer|c]]<br>[[Mathamancer|e]]<br>[[Mathamancer|r]] !! [[Turnamancer|T]]<br>[[Turnamancer|u]]<br>[[Turnamancer|r]]<br>[[Turnamancer|n]]<br>[[Turnamancer|a]]<br>[[Turnamancer|m]]<br>[[Turnamancer|a]]<br>[[Turnamancer|n]]<br>[[Turnamancer|c]]<br>[[Turnamancer|e]]<br>[[Turnamancer|r]] !! [[Dollamancer|D]]<br>[[Dollamancer|o]]<br>[[Dollamancer|l]]<br>[[Dollamancer|l]]<br>[[Dollamancer|a]]<br>[[Dollamancer|m]]<br>[[Dollamancer|a]]<br>[[Dollamancer|n]]<br>[[Dollamancer|c]]<br>[[Dollamancer|e]]<br>[[Dollamancer|r]] !! [[Weirdomancer|W]]<br>[[Weirdomancer|e]]<br>[[Weirdomancer|i]]<br>[[Weirdomancer|r]]<br>[[Weirdomancer|d]]<br>[[Weirdomancer|o]]<br>[[Weirdomancer|m]]<br>[[Weirdomancer|a]]<br>[[Weirdomancer|n]]<br>[[Weirdomancer|c]]<br>[[Weirdomancer|e]]<br>[[Weirdomancer|r]] !! [[Dirtamancer|D]]<br>[[Dirtamancer|i]]<br>[[Dirtamancer|r]]<br>[[Dirtamancer|t]]<br>[[Dirtamancer|a]]<br>[[Dirtamancer|m]]<br>[[Dirtamancer|a]]<br>[[Dirtamancer|n]]<br>[[Dirtamancer|c]]<br>[[Dirtamancer|e]]<br>[[Dirtamancer|r]] !! [[Changemancer|C]]<br>[[Changemancer|h]]<br>[[Changemancer|a]]<br>[[Changemancer|n]]<br>[[Changemancer|g]]<br>[[Changemancer|e]]<br>[[Changemancer|m]]<br>[[Changemancer|a]]<br>[[Changemancer|n]]<br>[[Changemancer|c]]<br>[[Changemancer|e]]<br>[[Changemancer|r]] !! [[Dittomancer|D]]<br>[[Dittomancer|i]]<br>[[Dittomancer|t]]<br>[[Dittomancer|t]]<br>[[Dittomancer|o]]<br>[[Dittomancer|m]]<br>[[Dittomancer|a]]<br>[[Dittomancer|n]]<br>[[Dittomancer|c]]<br>[[Dittomancer|e]]<br>[[Dittomancer|r]] !! [[Lookamancer|L]]<br>[[Lookamancer|o]]<br>[[Lookamancer|o]]<br>[[Lookamancer|k]]<br>[[Lookamancer|a]]<br>[[Lookamancer|m]]<br>[[Lookamancer|a]]<br>[[Lookamancer|n]]<br>[[Lookamancer|c]]<br>[[Lookamancer|e]]<br>[[Lookamancer|r]] !! [[Thinkamancer|T]]<br>[[Thinkamancer|h]]<br>[[Thinkamancer|i]]<br>[[Thinkamancer|n]]<br>[[Thinkamancer|k]]<br>[[Thinkamancer|a]]<br>[[Thinkamancer|m]]<br>[[Thinkamancer|a]]<br>[[Thinkamancer|n]]<br>[[Thinkamancer|c]]<br>[[Thinkamancer|e]]<br>[[Thinkamancer|r]] !! [[Foolamancer|F]]<br>[[Foolamancer|o]]<br>[[Foolamancer|o]]<br>[[Foolamancer|l]]<br>[[Foolamancer|a]]<br>[[Foolamancer|m]]<br>[[Foolamancer|a]]<br>[[Foolamancer|n]]<br>[[Foolamancer|c]]<br>[[Foolamancer|e]]<br>[[Foolamancer|r]] !! [[Florist|F]]<br>[[Florist|l]]<br>[[Florist|o]]<br>[[Florist|r]]<br>[[Florist|i]]<br>[[Florist|s]]<br>[[Florist|t]] !! [[Signamancer|S]]<br>[[Signamancer|i]]<br>[[Signamancer|g]]<br>[[Signamancer|n]]<br>[[Signamancer|a]]<br>[[Signamancer|m]]<br>[[Signamancer|a]]<br>[[Signamancer|n]]<br>[[Signamancer|c]]<br>[[Signamancer|e]]<br>[[Signamancer|r]] !! [[Date-a-mancer|D]]<br>[[Date-a-mancer|a]]<br>[[Date-a-mancer|t]]<br>[[Date-a-mancer|e]]<br>[[Date-a-mancer|-]]<br>[[Date-a-mancer|a]]<br>[[Date-a-mancer|-]]<br>[[Date-a-mancer|m]]<br>[[Date-a-mancer|a]]<br>[[Date-a-mancer|n]]<br>[[Date-a-mancer|c]]<br>[[Date-a-mancer|e]]<br>[[Date-a-mancer|r]] !! [[Shockmancer|S]]<br>[[Shockmancer|h]]<br>[[Shockmancer|o]]<br>[[Shockmancer|c]]<br>[[Shockmancer|k]]<br>[[Shockmancer|m]]<br>[[Shockmancer|a]]<br>[[Shockmancer|n]]<br>[[Shockmancer|c]]<br>[[Shockmancer|e]]<br>[[Shockmancer|r]] !! [[Croakamancer|C]]<br>[[Croakamancer|r]]<br>[[Croakamancer|o]]<br>[[Croakamancer|a]]<br>[[Croakamancer|k]]<br>[[Croakamancer|a]]<br>[[Croakamancer|m]]<br>[[Croakamancer|a]]<br>[[Croakamancer|n]]<br>[[Croakamancer|c]]<br>[[Croakamancer|e]]<br>[[Croakamancer|r]] !! [[Retconjurer|R]]<br>[[Retconjurer|e]]<br>[[Retconjurer|t]]<br>[[Retconjurer|c]]<br>[[Retconjurer|o]]<br>[[Retconjurer|n]]<br>[[Retconjurer|j]]<br>[[Retconjurer|u]]<br>[[Retconjurer|r]]<br>[[Retconjurer|e]]<br>[[Retconjurer|r]] !! [[Hat Magician|H]]<br>[[Hat Magician|a]]<br>[[Hat Magician|t]]<br>[[Hat Magician| ]]<br>[[Hat Magician|M]]<br>[[Hat Magician|a]]<br>[[Hat Magician|g]]<br>[[Hat Magician|i]]<br>[[Hat Magician|c]]<br>[[Hat Magician|i]]<br>[[Hat Magician|a]]<br>[[Hat Magician|n]] !! [[Carnymancer|C]]<br>[[Carnymancer|a]]<br>[[Carnymancer|r]]<br>[[Carnymancer|n]]<br>[[Carnymancer|y]]<br>[[Carnymancer|m]]<br>[[Carnymancer|a]]<br>[[Carnymancer|n]]<br>[[Carnymancer|c]]<br>[[Carnymancer|e]]<br>[[Carnymancer|r]] !! [[Rhyme-o-mancer|R]]<br>[[Rhyme-o-mancer|h]]<br>[[Rhyme-o-mancer|y]]<br>[[Rhyme-o-mancer|m]]<br>[[Rhyme-o-mancer|e]]<br>[[Rhyme-o-mancer|-]]<br>[[Rhyme-o-mancer|o]]<br>[[Rhyme-o-mancer|-]]<br>[[Rhyme-o-mancer|m]]<br>[[Rhyme-o-mancer|a]]<br>[[Rhyme-o-mancer|n]]<br>[[Rhyme-o-mancer|c]]<br>[[Rhyme-o-mancer|e]]<br>[[Rhyme-o-mancer|r]] !! [[Luckamancer|L]]<br>[[Luckamancer|u]]<br>[[Luckamancer|c]]<br>[[Luckamancer|k]]<br>[[Luckamancer|a]]<br>[[Luckamancer|m]]<br>[[Luckamancer|a]]<br>[[Luckamancer|n]]<br>[[Luckamancer|c]]<br>[[Luckamancer|e]]<br>[[Luckamancer|r]] !! [[Healomancer|H]]<br>[[Healomancer|e]]<br>[[Healomancer|a]]<br>[[Healomancer|l]]<br>[[Healomancer|o]]<br>[[Healomancer|m]]<br>[[Healomancer|a]]<br>[[Healomancer|n]]<br>[[Healomancer|c]]<br>[[Healomancer|e]]<br>[[Healomancer|r]] !! [[Moneymancer|M]]<br>[[Moneymancer|o]]<br>[[Moneymancer|n]]<br>[[Moneymancer|e]]<br>[[Moneymancer|y]]<br>[[Moneymancer|m]]<br>[[Moneymancer|a]]<br>[[Moneymancer|n]]<br>[[Moneymancer|c]]<br>[[Moneymancer|e]]<br>[[Moneymancer|r]]
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| [[Findamancer]] || [[#Findamancer|Link]] || [[#Findamancer/Findamancer|Link]] || [[#Findamancer/Predictamancer|Link]] || [[#Findamancer/Mathamancer|Link]] || [[#Findamancer/Turnamancer|Link]] || [[#Findamancer/Dollamancer|Link]] || [[#Findamancer/Weirdomancer|Link]] || [[#Dirtamancer/Findamancer|Link]] || [[#Findamancer|Link]] || [[#Findamancer|Link]] || [[#Findamancer|Link]] || [[#Findamancer|Link]] || [[#Findamancer|Link]] || [[#Findamancer|Link]] || [[#Findamancer|Link]] || [[#Findamancer|Link]] || [[#Findamancer|Link]] || [[#Findamancer|Link]] || [[#Findamancer|Link]] || [[#Findamancer|Link]] || [[#Findamancer|Link]] || [[#Findamancer|Link]] || [[#Findamancer|Link]] || [[#Findamancer|Link]] || [[#Findamancer|Link]]
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| [[Predictamancer]] || [[#Predictamancer|Link]] || [[#Findamancer/Predictamancer|Link]] || [[#Predictamancer/Predictamancer|Link]] || [[#Predictamancer/Mathamancer|Link]] || [[#Predictamancer/Turnamancer|Link]] || [[#Predictamancer/Dollamancer|Link]] || [[#Predictamancer/Weirdomancer|Link]] || [[#Predictamancer/|Link]] || [[#Predictamancer/|Link]] || [[#Predictamancer/|Link]] || [[#Predictamancer/|Link]] || [[#Predictamancer/|Link]] || [[#Predictamancer/|Link]] || [[#Predictamancer/|Link]] || [[#Predictamancer/|Link]] || [[#Predictamancer/|Link]] || [[#Predictamancer/|Link]] || [[#Predictamancer/|Link]] || [[#Predictamancer/|Link]] || [[#Predictamancer/|Link]] || [[#Predictamancer/|Link]] || [[#Predictamancer/|Link]] || [[#Predictamancer/|Link]] || [[#Predictamancer/|Link]] || [[#Predictamancer/|Link]]
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| [[Mathamancer]] || [[#Mathamancer|Link]]  || [[#Findamancer/Mathamancer|Link]]  || [[#Mathamancer/Predictamancer|Link]]  || [[#Mathamancer/Mathamancer|Link]]  || [[#Mathamancer/Turnamancer|Link]]  || [[#Mathamancer/Dollamancer|Link]]  || [[#Mathamancer/Weirdomancer|Link]]  || [[#Mathamancer/|Link]]  || [[#Mathamancer/|Link]]  || [[#Mathamancer/|Link]]  || [[#Mathamancer/|Link]]  || [[#Mathamancer/|Link]]  || [[#Mathamancer/|Link]]  || [[#Mathamancer/|Link]]  || [[#Mathamancer/|Link]]  || [[#Mathamancer/|Link]]  || [[#Mathamancer/|Link]]  || [[#Mathamancer/|Link]]  || [[#Mathamancer/|Link]]  || [[#Mathamancer/|Link]]  || [[#Mathamancer/|Link]]  || [[#Mathamancer/|Link]]  || [[#Mathamancer/|Link]]  || [[#Mathamancer/|Link]]  || [[#Mathamancer/|Link]]
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| [[Turnamancer]] || [[#Turnamancer|Link]] || [[#Findamancer/Turnamancer|Link]] || [[#Turnamancer/Predictamancer|Link]] || [[#Turnamancer/Mathamancer|Link]] || [[#Turnamancer/Turnamancer|Link]] || [[#Turnamancer/Dollamancer|Link]] || [[#Turnamancer/Weirdomancer|Link]] || [[#Turnamancer/|Link]] || [[#Turnamancer/|Link]] || [[#Turnamancer/|Link]] || [[#Turnamancer/|Link]] || [[#Turnamancer/|Link]] || [[#Turnamancer/|Link]] || [[#Turnamancer/|Link]] || [[#Turnamancer/|Link]] || [[#Turnamancer/|Link]] || [[#Turnamancer/|Link]] || [[#Turnamancer/|Link]] || [[#Turnamancer/|Link]] || [[#Turnamancer/|Link]] || [[#Turnamancer/|Link]] || [[#Turnamancer/|Link]] || [[#Turnamancer/|Link]] || [[#Turnamancer/|Link]] || [[#Turnamancer/|Link]]
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| [[Dollamancer]] || [[#Dollamancer|Link]] || [[#Dollamancer/Findamancer|Link]] || [[#Dollamancer/Predictamancer|Link]] || [[#Dollamancer/Mathamancer|Link]] || [[#Dollamancer/Turnamancer|Link]] || [[#Dollamancer/Dollamancer|Link]] || [[#Dollamancer/Weirdomancer|Link]] || [[#Dollamancer/|Link]] || [[#Dollamancer/|Link]] || [[#Dollamancer/|Link]] || [[#Dollamancer/|Link]] || [[#Dollamancer/|Link]] || [[#Dollamancer/|Link]] || [[#Dollamancer/|Link]] || [[#Dollamancer/|Link]] || [[#Dollamancer/|Link]] || [[#Dollamancer/|Link]] || [[#Dollamancer/|Link]] || [[#Dollamancer/|Link]] || [[#Dollamancer/|Link]] || [[#Dollamancer/|Link]] || [[#Dollamancer/|Link]] || [[#Dollamancer/|Link]] || [[#Dollamancer/|Link]] || [[#Dollamancer/|Link]]
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| [[Weirdomancer]] || [[#Weirdomancer|Link]] || [[#Findamancer/Weirdomancer|Link]] || [[#Weirdomancer/Predictamancer|Link]] || [[#Weirdomancer/Mathamancer|Link]] || [[#Weirdomancer/Turnamancer|Link]] || [[#Weirdomancer/Dollamancer|Link]] || [[#Weirdomancer/Weirdomancer|Link]] || [[#Weirdomancer/|Link]] || [[#Weirdomancer/|Link]] || [[#Weirdomancer/|Link]] || [[#Weirdomancer/|Link]] || [[#Weirdomancer/|Link]] || [[#Weirdomancer/|Link]] || [[#Weirdomancer/|Link]] || [[#Weirdomancer/|Link]] || [[#Weirdomancer/|Link]] || [[#Weirdomancer/|Link]] || [[#Weirdomancer/|Link]] || [[#Weirdomancer/|Link]] || [[#Weirdomancer/|Link]] || [[#Weirdomancer/|Link]] || [[#Weirdomancer/|Link]] || [[#Weirdomancer/|Link]] || [[#Weirdomancer/|Link]] || [[#Weirdomancer/|Link]]
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| [[Dirtamancer]] || [[#Dirtamancer|Link]] || [[#Dirtamancer/Findamancer|Link]] || [[#Dirtamancer/Predictamancer|Link]] || [[#Dirtamancer/Mathamancer|Link]] || [[#Dirtamancer/Turnamancer|Link]] || [[#Dirtamancer/Dollamancer|Link]] || [[#Dirtamancer/Weirdomancer|Link]] || [[#Dirtamancer/|Link]] || [[#Dirtamancer/|Link]] || [[#Dirtamancer/|Link]] || [[#Dirtamancer/|Link]] || [[#Dirtamancer/|Link]] || [[#Dirtamancer/|Link]] || [[#Dirtamancer/|Link]] || [[#Dirtamancer/|Link]] || [[#Dirtamancer/|Link]] || [[#Dirtamancer/|Link]] || [[#Dirtamancer/|Link]] || [[#Dirtamancer/|Link]] || [[#Dirtamancer/|Link]] || [[#Dirtamancer/|Link]] || [[#Dirtamancer/|Link]] || [[#Dirtamancer/|Link]] || [[#Dirtamancer/|Link]] || [[#Dirtamancer/|Link]]
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| [[Changemancer]] || [[#Changemancer|Link]] || [[#Changemancer/Findamancer|Link]] || [[#Changemancer/Predictamancer|Link]] || [[#Changemancer/Mathamancer|Link]] || [[#Changemancer/Turnamancer|Link]] || [[#Changemancer/Dollamancer|Link]] || [[#Changemancer/Weirdomancer|Link]] || [[#Changemancer/|Link]] || [[#Changemancer/|Link]] || [[#Changemancer/|Link]] || [[#Changemancer/|Link]] || [[#Changemancer/|Link]] || [[#Changemancer/|Link]] || [[#Changemancer/|Link]] || [[#Changemancer/|Link]] || [[#Changemancer/|Link]] || [[#Changemancer/|Link]] || [[#Changemancer/|Link]] || [[#Changemancer/|Link]] || [[#Changemancer/|Link]] || [[#Changemancer/|Link]] || [[#Changemancer/|Link]] || [[#Changemancer/|Link]] || [[#Changemancer/|Link]] || [[#Changemancer/|Link]]
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| [[Dittomancer]] || [[#Dittomancer|Link]] || [[#Dittomancer/Findamancer|Link]] || [[#Dittomancer/Predictamancer|Link]] || [[#Dittomancer/Mathamancer|Link]] || [[#Dittomancer/Turnamancer|Link]] || [[#Dittomancer/Dollamancer|Link]] || [[#Dittomancer/Weirdomancer|Link]] || [[#Dittomancer/|Link]] || [[#Dittomancer/|Link]] || [[#Dittomancer/|Link]] || [[#Dittomancer/|Link]] || [[#Dittomancer/|Link]] || [[#Dittomancer/|Link]] || [[#Dittomancer/|Link]] || [[#Dittomancer/|Link]] || [[#Dittomancer/|Link]] || [[#Dittomancer/|Link]] || [[#Dittomancer/|Link]] || [[#Dittomancer/|Link]] || [[#Dittomancer/|Link]] || [[#Dittomancer/|Link]] || [[#Dittomancer/|Link]] || [[#Dittomancer/|Link]] || [[#Dittomancer/|Link]] || [[#Dittomancer/|Link]]
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| [[Lookamancer]] || [[#Lookamancer|Link]] || [[#Findamancer/Lookamancer|Link]] || [[#Predictamancer/Lookamancer|Link]] || [[#Mathamancer/Lookamancer|Link]] || [[#Turnamancer/Lookamancer|Link]] || [[#Dollamancer/Lookamancer|Link]] || [[#Weirdomancer/Lookamancer|Link]] || [[#/Lookamancer|Link]] || [[#/Lookamancer|Link]] || [[#/Lookamancer|Link]] || [[#/Lookamancer|Link]] || [[#/Lookamancer|Link]] || [[#/Lookamancer|Link]] || [[#/Lookamancer|Link]] || [[#/Lookamancer|Link]] || [[#/Lookamancer|Link]] || [[#/Lookamancer|Link]] || [[#/Lookamancer|Link]] || [[#/Lookamancer|Link]] || [[#/Lookamancer|Link]] || [[#/Lookamancer|Link]] || [[#/Lookamancer|Link]] || [[#/Lookamancer|Link]] || [[#/Lookamancer|Link]] || [[#/Lookamancer|Link]]
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| [[Thinkamancer]] || [[#Thinkamancer|Link]] || [[#Findamancer/Thinkamancer|Link]] || [[#Predictamancer/Thinkamancer|Link]] || [[#Mathamancer/Thinkamancer|Link]] || [[#Turnamancer/Thinkamancer|Link]] || [[#Dollamancer/Thinkamancer|Link]] || [[#Weirdomancer/Thinkamancer|Link]] || [[#/Thinkamancer|Link]] || [[#/Thinkamancer|Link]] || [[#/Thinkamancer|Link]] || [[#/Thinkamancer|Link]] || [[#/Thinkamancer|Link]] || [[#/Thinkamancer|Link]] || [[#/Thinkamancer|Link]] || [[#/Thinkamancer|Link]] || [[#/Thinkamancer|Link]] || [[#/Thinkamancer|Link]] || [[#/Thinkamancer|Link]] || [[#/Thinkamancer|Link]] || [[#/Thinkamancer|Link]] || [[#/Thinkamancer|Link]] || [[#/Thinkamancer|Link]] || [[#/Thinkamancer|Link]] || [[#/Thinkamancer|Link]] || [[#/Thinkamancer|Link]]
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| [[Foolamancer]] || [[#Foolamancer|Link]] || [[#Findamancer/Foolamancer|Link]] || [[#Predictamancer/Foolamancer|Link]] || [[#Mathamancer/Foolamancer|Link]] || [[#Turnamancer/Foolamancer|Link]] || [[#Dollamancer/Foolamancer|Link]] || [[#Weirdomancer/Foolamancer|Link]] || [[#/Foolamancer|Link]] || [[#/Foolamancer|Link]] || [[#/Foolamancer|Link]] || [[#/Foolamancer|Link]] || [[#/Foolamancer|Link]] || [[#/Foolamancer|Link]] || [[#/Foolamancer|Link]] || [[#/Foolamancer|Link]] || [[#/Foolamancer|Link]] || [[#/Foolamancer|Link]] || [[#/Foolamancer|Link]] || [[#/Foolamancer|Link]] || [[#/Foolamancer|Link]] || [[#/Foolamancer|Link]] || [[#/Foolamancer|Link]] || [[#/Foolamancer|Link]] || [[#/Foolamancer|Link]] || [[#/Foolamancer|Link]]
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| [[Florist]] || [[#Florist|Link]] || [[#Findamancer/Florist|Link]] || [[#Predictamancer/Florist|Link]] || [[#Mathamancer/Florist|Link]] || [[#Turnamancer/Florist|Link]] || [[#Dollamancer/Florist|Link]] || [[#Weirdomancer/Florist|Link]] || [[#/Florist|Link]] || [[#/Florist|Link]] || [[#/Florist|Link]] || [[#/Florist|Link]] || [[#/Florist|Link]] || [[#/Florist|Link]] || [[#/Florist|Link]] || [[#/Florist|Link]] || [[#/Florist|Link]] || [[#/Florist|Link]] || [[#/Florist|Link]] || [[#/Florist|Link]] || [[#/Florist|Link]] || [[#/Florist|Link]] || [[#/Florist|Link]] || [[#/Florist|Link]] || [[#/Florist|Link]] || [[#/Florist|Link]]
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| [[Signamancer]] || [[#Signamancer|Link]] || [[#Findamancer/Signamancer|Link]] || [[#Predictamancer/Signamancer|Link]] || [[#Mathamancer/Signamancer|Link]] || [[#Turnamancer/Signamancer|Link]] || [[#Dollamancer/Signamancer|Link]] || [[#Weirdomancer/Signamancer|Link]] || [[#/Signamancer|Link]] || [[#/Signamancer|Link]] || [[#/Signamancer|Link]] || [[#/Signamancer|Link]] || [[#/Signamancer|Link]] || [[#/Signamancer|Link]] || [[#/Signamancer|Link]] || [[#/Signamancer|Link]] || [[#/Signamancer|Link]] || [[#/Signamancer|Link]] || [[#/Signamancer|Link]] || [[#/Signamancer|Link]] || [[#/Signamancer|Link]] || [[#/Signamancer|Link]] || [[#/Signamancer|Link]] || [[#/Signamancer|Link]] || [[#/Signamancer|Link]] || [[#/Signamancer|Link]]
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| [[Date-a-mancer]] || [[#Date-a-mancer|Link]] || [[#Date-a-mancer/Findamancer|Link]] || [[#Date-a-mancer/Predictamancer|Link]] || [[#Date-a-mancer/Mathamancer|Link]] || [[#Date-a-mancer/Turnamancer|Link]] || [[#Date-a-mancer/Dollamancer|Link]] || [[#Date-a-mancer/Weirdomancer|Link]] || [[#Date-a-mancer/|Link]] || [[#Date-a-mancer/|Link]] || [[#Date-a-mancer/|Link]] || [[#Date-a-mancer/|Link]] || [[#Date-a-mancer/|Link]] || [[#Date-a-mancer/|Link]] || [[#Date-a-mancer/|Link]] || [[#Date-a-mancer/|Link]] || [[#Date-a-mancer/|Link]] || [[#Date-a-mancer/|Link]] || [[#Date-a-mancer/|Link]] || [[#Date-a-mancer/|Link]] || [[#Date-a-mancer/|Link]] || [[#Date-a-mancer/|Link]] || [[#Date-a-mancer/|Link]] || [[#Date-a-mancer/|Link]] || [[#Date-a-mancer/|Link]] || [[#Date-a-mancer/|Link]]
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| [[Shockmancer]] || [[#Shockmancer|Link]] || [[#Findamancer/Shockmancer|Link]] || [[#Predictamancer/Shockmancer|Link]] || [[#Mathamancer/Shockmancer|Link]] || [[#Turnamancer/Shockmancer|Link]] || [[#Dollamancer/Shockmancer|Link]] || [[#Weirdomancer/Shockmancer|Link]] || [[#/Shockmancer|Link]] || [[#/Shockmancer|Link]] || [[#/Shockmancer|Link]] || [[#/Shockmancer|Link]] || [[#/Shockmancer|Link]] || [[#/Shockmancer|Link]] || [[#/Shockmancer|Link]] || [[#/Shockmancer|Link]] || [[#/Shockmancer|Link]] || [[#/Shockmancer|Link]] || [[#/Shockmancer|Link]] || [[#/Shockmancer|Link]] || [[#/Shockmancer|Link]] || [[#/Shockmancer|Link]] || [[#/Shockmancer|Link]] || [[#/Shockmancer|Link]] || [[#/Shockmancer|Link]] || [[#/Shockmancer|Link]]
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|-
 +
| [[Croakamancer]] || [[#Croakamancer|Link]] || [[#Croakamancer/Findamancer|Link]] || [[#Croakamancer/Predictamancer|Link]] || [[#Croakamancer/Mathamancer|Link]] || [[#Croakamancer/Turnamancer|Link]] || [[#Croakamancer/Dollamancer|Link]] || [[#Croakamancer/Weirdomancer|Link]] || [[#Croakamancer/|Link]] || [[#Croakamancer/|Link]] || [[#Croakamancer/|Link]] || [[#Croakamancer/|Link]] || [[#Croakamancer/|Link]] || [[#Croakamancer/|Link]] || [[#Croakamancer/|Link]] || [[#Croakamancer/|Link]] || [[#Croakamancer/|Link]] || [[#Croakamancer/|Link]] || [[#Croakamancer/|Link]] || [[#Croakamancer/|Link]] || [[#Croakamancer/|Link]] || [[#Croakamancer/|Link]] || [[#Croakamancer/|Link]] || [[#Croakamancer/|Link]] || [[#Croakamancer/|Link]] || [[#Croakamancer/|Link]]
 +
|-
 +
| [[Retconjurer]] || [[#Retconjurer|Link]] || [[#Findamancer/Retconjurer|Link]] || [[#Predictamancer/Retconjurer|Link]] || [[#Mathamancer/Retconjurer|Link]] || [[#Turnamancer/Retconjurer|Link]] || [[#Dollamancer/Retconjurer|Link]] || [[#Weirdomancer/Retconjurer|Link]] || [[#/Retconjurer|Link]] || [[#/Retconjurer|Link]] || [[#/Retconjurer|Link]] || [[#/Retconjurer|Link]] || [[#/Retconjurer|Link]] || [[#/Retconjurer|Link]] || [[#/Retconjurer|Link]] || [[#/Retconjurer|Link]] || [[#/Retconjurer|Link]] || [[#/Retconjurer|Link]] || [[#/Retconjurer|Link]] || [[#/Retconjurer|Link]] || [[#/Retconjurer|Link]] || [[#/Retconjurer|Link]] || [[#/Retconjurer|Link]] || [[#/Retconjurer|Link]] || [[#/Retconjurer|Link]] || [[#/Retconjurer|Link]]
 +
|-
 +
| [[Hat Magician]] || [[#Hat Magician|Link]] || [[#Findamancer/Hat Magician|Link]] || [[#Predictamancer/Hat Magician|Link]] || [[#Mathamancer/Hat Magician|Link]] || [[#Turnamancer/Hat Magician|Link]] || [[#Dollamancer/Hat Magician|Link]] || [[#Weirdomancer/Hat Magician|Link]] || [[#/Hat Magician|Link]] || [[#/Hat Magician|Link]] || [[#/Hat Magician|Link]] || [[#/Hat Magician|Link]] || [[#/Hat Magician|Link]] || [[#/Hat Magician|Link]] || [[#/Hat Magician|Link]] || [[#/Hat Magician|Link]] || [[#/Hat Magician|Link]] || [[#/Hat Magician|Link]] || [[#/Hat Magician|Link]] || [[#/Hat Magician|Link]] || [[#/Hat Magician|Link]] || [[#/Hat Magician|Link]] || [[#/Hat Magician|Link]] || [[#/Hat Magician|Link]] || [[#/Hat Magician|Link]] || [[#/Hat Magician|Link]]
 +
|-
 +
| [[Carnymancer]] || [[#Carnymancer|Link]] || [[#Carnymancer/Findamancer|Link]] || [[#Carnymancer/Predictamancer|Link]] || [[#Carnymancer/Mathamancer|Link]] || [[#Carnymancer/Turnamancer|Link]] || [[#Carnymancer/Dollamancer|Link]] || [[#Carnymancer/Weirdomancer|Link]] || [[#Carnymancer/|Link]] || [[#Carnymancer/|Link]] || [[#Carnymancer/|Link]] || [[#Carnymancer/|Link]] || [[#Carnymancer/|Link]] || [[#Carnymancer/|Link]] || [[#Carnymancer/|Link]] || [[#Carnymancer/|Link]] || [[#Carnymancer/|Link]] || [[#Carnymancer/|Link]] || [[#Carnymancer/|Link]] || [[#Carnymancer/|Link]] || [[#Carnymancer/|Link]] || [[#Carnymancer/|Link]] || [[#Carnymancer/|Link]] || [[#Carnymancer/|Link]] || [[#Carnymancer/|Link]] || [[#Carnymancer/|Link]]
 +
|-
 +
| [[Rhyme-o-mancer]] || [[#Rhyme-o-mancer|Link]] || [[#Findamancer/Rhyme-o-mancer|Link]] || [[#Predictamancer/Rhyme-o-mancer|Link]] || [[#Mathamancer/Rhyme-o-mancer|Link]] || [[#Turnamancer/Rhyme-o-mancer|Link]] || [[#Dollamancer/Rhyme-o-mancer|Link]] || [[#Weirdomancer/Rhyme-o-mancer|Link]] || [[#/Rhyme-o-mancer|Link]] || [[#/Rhyme-o-mancer|Link]] || [[#/Rhyme-o-mancer|Link]] || [[#/Rhyme-o-mancer|Link]] || [[#/Rhyme-o-mancer|Link]] || [[#/Rhyme-o-mancer|Link]] || [[#/Rhyme-o-mancer|Link]] || [[#/Rhyme-o-mancer|Link]] || [[#/Rhyme-o-mancer|Link]] || [[#/Rhyme-o-mancer|Link]] || [[#/Rhyme-o-mancer|Link]] || [[#/Rhyme-o-mancer|Link]] || [[#/Rhyme-o-mancer|Link]] || [[#/Rhyme-o-mancer|Link]] || [[#/Rhyme-o-mancer|Link]] || [[#/Rhyme-o-mancer|Link]] || [[#/Rhyme-o-mancer|Link]] || [[#/Rhyme-o-mancer|Link]]
 +
|-
 +
| [[Luckamancer]] || [[#Luckamancer|Link]] || [[#Findamancer/Luckamancer|Link]] || [[#Predictamancer/Luckamancer|Link]] || [[#Mathamancer/Luckamancer|Link]] || [[#Turnamancer/Luckamancer|Link]] || [[#Dollamancer/Luckamancer|Link]] || [[#Weirdomancer/Luckamancer|Link]] || [[#/Luckamancer|Link]] || [[#/Luckamancer|Link]] || [[#/Luckamancer|Link]] || [[#/Luckamancer|Link]] || [[#/Luckamancer|Link]] || [[#/Luckamancer|Link]] || [[#/Luckamancer|Link]] || [[#/Luckamancer|Link]] || [[#/Luckamancer|Link]] || [[#/Luckamancer|Link]] || [[#/Luckamancer|Link]] || [[#/Luckamancer|Link]] || [[#/Luckamancer|Link]] || [[#/Luckamancer|Link]] || [[#/Luckamancer|Link]] || [[#/Luckamancer|Link]] || [[#/Luckamancer|Link]] || [[#/Luckamancer|Link]]
 +
|-
 +
| [[Healomancer]] || [[#Healomancer|Link]] || [[#Findamancer/Healomancer|Link]] || [[#Predictamancer/Healomancer|Link]] || [[#Mathamancer/Healomancer|Link]] || [[#Turnamancer/Healomancer|Link]] || [[#Dollamancer/Healomancer|Link]] || [[#Weirdomancer/Healomancer|Link]] || [[#/Healomancer|Link]] || [[#/Healomancer|Link]] || [[#/Healomancer|Link]] || [[#/Healomancer|Link]] || [[#/Healomancer|Link]] || [[#/Healomancer|Link]] || [[#/Healomancer|Link]] || [[#/Healomancer|Link]] || [[#/Healomancer|Link]] || [[#/Healomancer|Link]] || [[#/Healomancer|Link]] || [[#/Healomancer|Link]] || [[#/Healomancer|Link]] || [[#/Healomancer|Link]] || [[#/Healomancer|Link]] || [[#/Healomancer|Link]] || [[#/Healomancer|Link]] || [[#/Healomancer|Link]]
 +
|-
 +
| [[Moneymancer]] || [[#Moneymancer|Link]] || [[#Findamancer/Moneymancer|Link]] || [[#Predictamancer/Moneymancer|Link]] || [[#Mathamancer/Moneymancer|Link]] || [[#Turnamancer/Moneymancer|Link]] || [[#Dollamancer/Moneymancer|Link]] || [[#Weirdomancer/Moneymancer|Link]] || [[#/Moneymancer|Link]] || [[#/Moneymancer|Link]] || [[#/Moneymancer|Link]] || [[#/Moneymancer|Link]] || [[#/Moneymancer|Link]] || [[#/Moneymancer|Link]] || [[#/Moneymancer|Link]] || [[#/Moneymancer|Link]] || [[#/Moneymancer|Link]] || [[#/Moneymancer|Link]] || [[#/Moneymancer|Link]] || [[#/Moneymancer|Link]] || [[#/Moneymancer|Link]] || [[#/Moneymancer|Link]] || [[#/Moneymancer|Link]] || [[#/Moneymancer|Link]] || [[#/Moneymancer|Link]] || [[#/Moneymancer|Link]]
 +
|}
-
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>
+
{| class="wikitable"
-
<br>
+
|+List of Abnormal Speculative Link-ups
-
==[[Thinkamancer]]/[[Thinkamancer]]/[[Thinkamancer]]/Others==
+
|-
-
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.
+
| [[#Multiple Thinkamancer Linkups|Multiple Thinkamancer Linkups]] || [[#Thinkamancer/Warlord|Thinkamancer/Warlord]]
-
* 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>
+
=Normal Thinkamancy Link-Up=
-
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.
+
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/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.
 +
 
 +
==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)
 +
 
 +
* 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/Foolamancer==
 +
* 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. 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.
 +
 
 +
==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.
 +
 
 +
==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.
 +
 
 +
==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.
 +
 
 +
==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.
 +
 
 +
==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/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.
 +
 
 +
==Croakamancer/Date-a-mancer==
 +
* Harvest Juice
 +
Harvest [[juice]] from the lingering life forces of those deceased.
 +
 
 +
==Croakamancer/Dirtamancer==
 +
* Corpse Golem
 +
This combination could create Bone and Flesh Golems from corpses. After [[Croaking]] this unit could be turn into an [[Uncroacked]].
 +
 
 +
* 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 turn into an [[Uncroacked]].
 +
 
 +
* 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.
 +
 
 +
==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/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/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. This linkup might make it possible to commune with Erfworlders that have passed on to the [[city of heroes]].
 +
 
 +
==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.
 +
 
 +
==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.
 +
 
 +
==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.
 +
 
 +
==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-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/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.
 +
 
 +
==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/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.
-
==[[Thinkamancer]]/[[Dirtamancer]]/[[Findamancer]]==
+
==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]]/[[Croakamancer]]==
+
* Dowsing Rod or Sonar
-
This combination could create Bone and Flesh Golems from corpses unable to be [[uncroaked]].
+
Create a dowsing rod or sonar magic item, which could find various objects or areas underground, like gems or tunnels.
-
<br>
+
-
Uncroak a Volcano.
+
-
==[[Thinkamancer]]/[[Shockmancer]]/[[Croakamancer]]==
+
==Dirtamancer/Florist==
-
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.
+
* Farm Terrain
-
<br>
+
Convert terrain type to a farm.
-
==[[Thinkamancer]]/[[Shockmancer]]/[[Dirtamancer]]==
+
* 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]] [[trap]]s.
 +
 
 +
* 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.
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.
-
==[[Thinkamancer]]/[[Turnamancer]]/[[Dittomancer]]==
+
* Upgraded Lighting Trap
-
* 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.
+
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.
-
* Give a side multiple turns in a row.
+
-
* 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]]/[[Turnamancer]]/[[Moneymancer]]==
+
* Electric Wall
-
Steal schmuckers from enemy treasury.
+
Create an electrically charged wall.
-
==[[Thinkamancer]]/[[Dirtamancer]]/[[Moneymancer]]==
+
==Dirtamancer/Signamancer==
-
* 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.
+
* City Templates
-
* Finding mines or other sources of gems.  Making mines more productive (finding more gems, 'upgrading' gems to be worth more).
+
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. 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 needing a Dirtamancer in the future.
-
* Modifying a terrain type to allow a [[city]] or vice versa.
+
-
==[[Thinkamancer]]/[[Dollamancer]]/[[Healomancer]]==
+
* Feng Shui Building
-
Create golems that can heal golems and non-golem units.
+
Modify a structure to have good "feng shui", diffusing bad karmic energy harmlessly and improving a side's likelyhood of having a good [[Fate]].
-
==[[Thinkamancer]]/[[Dollamancer]]/[[Croakamancer]]==
+
==Dirtamancer/Turnamancer==
-
[[uncroaked|uncroaking]] [[cloth golem]]. Creating flesh golems (with corpses that are already beyond being uncroaked)? 
+
* 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.
-
==[[Thinkamancer]]/[[Dollamancer]]/[[Foolamancer]]==
+
* 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.
 +
 
 +
==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
 +
 
 +
==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/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 an object. Any stuffamancer could then use the book to create copies of it.
 +
 
 +
* 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.
 +
 
 +
==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] )
 +
 
 +
==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]]/[[Dittomancer]]/[[Moneymancer]]==
+
==Dollamancer/Hat Magician==
-
* Use up [[juice]] to double some number of [[shmucker]]s.
+
* Animated Armour Trinket
-
* Create a [[purse]]-like [[Magic Item]] that refills every [[turn]] as long as one shmucker is left inside.
+
Create a "transformation trinket" style magic item to quickly dress the user in adjustable armor capable of animating itself according to mental commands.
-
==[[Thinkamancer]]/[[Flower Power]]/[[Healomancer]]==
+
==Dollamancer/Healomancer==
-
* Create medicinal drugs that can be used to heal units.
+
* Healing Golem
 +
Create golems that can heal golems and non-golem units.
-
==[[Thinkamancer]]/[[Croakamancer]]/[[Healomancer]]==
+
* Healing Raiment
-
* Resurrect units croaked within the past turn as long as the body is mostly intact.
+
Create clothes or bandages that effectively grant the wearing unit the regenerate special, healing hits over time.
-
==[[Thinkamancer]]/[[Croakamancer]]/[[Flower Power]]==
+
* Self-Repairing Armour
-
* Give living units zero [[upkeep]] in much the same way as [[Uncroaked]] and [[Decrypted]].
+
Create armor capable of gradually self-repairing over time.
 +
 
 +
* Ambulance
 +
Create a healing vehicle.
 +
 
 +
==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/Lookamancer==
 +
* Scrying
 +
Scry on any position anywhere.
 +
 
 +
==Findamancer/Signamancer==
 +
* Search Library/Book
 +
Enchant a library or book to contain search functionality.
 +
 
 +
* Tracking Device
 +
Create a tracking device.
 +
 
 +
==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/Signamancer==
 +
* Pressed Flower
 +
Create pressed flowers.
 +
 
 +
==Foolamancer==
 +
* Mindtrapping Item
 +
Create a magic item that can incapacitate units, trapping their minds in an illusion.
 +
 
 +
==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==
 +
* 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.
 +
 
 +
* 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.
 +
 
 +
* 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/Turnamancer==
 +
* Thinkspace Acceleration
 +
Increase the speed of time/thought in [[Thinkspace]].
 +
 
 +
==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.
 +
 
 +
==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/Moneymancer==
 +
* Juice Buying
 +
Convert schmuckers to juice.
 +
 
 +
==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.
 +
 
 +
==Lookamancer/Signamancer==
 +
* Minimap Item
 +
Create a magic item that can map the user's current location.
 +
 
 +
==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/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/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 are thrown in the air, becoming invincible for a few seconds and empty all their purse in the form of gems/physical schmuckers that they can gather to refill their purse. If the purse is empty at the time they take any attack they will incapacitate for the remainder of the turn.
 +
 
 +
==Predictamancer/Signamancer==
 +
* 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.
 +
 
 +
==Predictamancer/Weirdmancer==
 +
* Prophetic Intuition Special
 +
Gives a unit a special that allows it to fight like a Predictamancer.
 +
 
 +
==Shockmancer/Turnamancer==
 +
* Forcefield Creation
 +
Create forcefields, similar to the [[hex]] boundaries.
 +
 
 +
==Signamancer/Weirdomancer==
 +
* 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.
 +
 
 +
=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/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.
 +
* 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.
[[Category:Fanon]]
[[Category:Fanon]]

Latest revision as of 07:23, 27 July 2014

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


List of Normal Speculative Link-ups
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Findamancer Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link
Predictamancer Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link
Mathamancer Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link
Turnamancer Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link
Dollamancer Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link
Weirdomancer Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link
Dirtamancer Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link
Changemancer Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link
Dittomancer Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link
Lookamancer Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link
Thinkamancer Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link
Foolamancer Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link
Florist Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link
Signamancer Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link
Date-a-mancer Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link
Shockmancer Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link
Croakamancer Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link
Retconjurer Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link
Hat Magician Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link
Carnymancer Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link
Rhyme-o-mancer Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link
Luckamancer Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link
Healomancer Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link
Moneymancer Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link Link
List of Abnormal Speculative Link-ups
Multiple Thinkamancer Linkups Thinkamancer/Warlord

[edit] 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.

[edit] Carnymancer/Croakamancer

  • Lichdom

Cheat death via lichdom.

[edit] 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.

[edit] 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)

  • 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.

[edit] Carnymancer/Dittomancer

  • Scapegoat

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

[edit] Carnymancer/Foolamancer

  • 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. 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.

[edit] 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.

[edit] Carnymancer/Luckamancer

  • Luck Theft

Steal another side's good luck.

[edit] Carnymancer/Mathamancer

  • Deletionism

Prove that 1 = 0.

[edit] 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.

[edit] 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.

[edit] 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.

[edit] Carnymancer/Weirdomancy

  • Invincibility

Allow a unit to enter "god mode", attaining invincibility from all conventional attacks for one turn.

[edit] 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.

[edit] Changemancer/Dittomancer

  • Clone into Unit

Change a unit into a doppelganger of another.

  • Duplicate Item

Create permanent duplicates of existing items.

[edit] Changemancer/Dollamancer

  • Shifting Items

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

[edit] 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.

[edit] Changemancer/Healomancer

  • Restore Unit

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

[edit] 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.

[edit] 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.

[edit] 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.

[edit] Croakamancer/Date-a-mancer

  • Harvest Juice

Harvest juice from the lingering life forces of those deceased.

[edit] Croakamancer/Dirtamancer

  • Corpse Golem

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

  • 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.

[edit] Croakamancer/Dollamancer

  • Corpse Golem

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

  • 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.

[edit] 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.

[edit] 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.

[edit] 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.

[edit] Croakamancer/Moneymancer

  • Corpse for Gem Conversion

Depop corpses for gems.

[edit] Croakamancer/Signamancer

  • 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.

[edit] 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.

[edit] 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.

[edit] 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.

[edit] 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..

[edit] Date-a-mancer/Moneymancer

  • False Regency

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

[edit] Date-a-mancer/Predictamancer

  • Romantic Prediction

Predict how well a couple is likely to turn out.

[edit] 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.

[edit] 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.

[edit] 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.

[edit] 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.

[edit] 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.

[edit] 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.

[edit] 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.

[edit] Dirtamancer/Lookmancer

  • Far-sight Tower

Upgrade the tower with a far-sight ability.

[edit] 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.

[edit] Dirtamancer/Predictamancer

  • Divination Gem

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

[edit] 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 improvements, such as the ability to charge up Shockamancy attacks on its own.

  • Electric Wall

Create an electrically charged wall.

[edit] 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. 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 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.

[edit] 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.

[edit] 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

[edit] 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.

[edit] Dittomancer/Luckamancer

  • Copy Rolls

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

[edit] 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.

[edit] Dittomancer/Signamancer

  • Blueprints

Create a magic book capable of recording an object. Any stuffamancer could then use the book to create copies of it.

  • 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.

[edit] 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 )

[edit] 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.

[edit] Dollamancer/Foolamancer

  • Veiling Raiment

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

[edit] 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.

[edit] 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.

[edit] 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.

[edit] 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.

[edit] Dollamancer/Shockmancer

  • Shock Cannon

Create a shockmancy hand cannon.

[edit] Findamancer/Lookamancer

  • Scrying

Scry on any position anywhere.

[edit] Findamancer/Signamancer

  • Search Library/Book

Enchant a library or book to contain search functionality.

  • Tracking Device

Create a tracking device.

[edit] 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.

[edit] 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.)

[edit] Florist/Moneymancer

  • Money Tree

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

[edit] Florist/Signamancer

  • Pressed Flower

Create pressed flowers.

[edit] Foolamancer

  • Mindtrapping Item

Create a magic item that can incapacitate units, trapping their minds in an illusion.

[edit] Foolamancer/Mathamancer

  • Encrypted Eyebook

Modify an eyebook to perform encryption.

[edit] Foolamancer/Predictamancer

  • False Prophecy

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

[edit] Foolamancer/Signamancer

  • 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.

  • 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.

  • 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.

[edit] Foolamancer/Turnamancer

  • Thinkspace Acceleration

Increase the speed of time/thought in Thinkspace.

[edit] 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.

[edit] Hat Magician/Lookamancer

  • Lookamancy Visor

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

[edit] 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.

[edit] Hat Magician/Predictamancer

  • Intuition Headband

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

[edit] 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.

[edit] Hat Magician/Turnamancer

  • Intercept Hat Message

Redirect someone else's hat message.

[edit] Healomancer/Moneymancer

  • Juice Buying

Convert schmuckers to juice.

[edit] 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.

[edit] Lookamancer/Signamancer

  • Minimap Item

Create a magic item that can map the user's current location.

[edit] 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.

[edit] Luckamancer/Moneymancer

  • Luck Buying

Spend schmuckers to produce more good luck for the side.

[edit] 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.

[edit] Moneymancer/Predictamancer

  • Karma Buying

Spend schmuckers to improve a side's karma.

[edit] 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.

[edit] Moneymancer/Turnamancer

  • Treasury Robbery

Steal schmuckers from an enemy's treasury.

[edit] 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 are thrown in the air, becoming invincible for a few seconds and empty all their purse in the form of gems/physical schmuckers that they can gather to refill their purse. If the purse is empty at the time they take any attack they will incapacitate for the remainder of the turn.

[edit] Predictamancer/Signamancer

  • 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.

[edit] Predictamancer/Weirdmancer

  • Prophetic Intuition Special

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

[edit] Shockmancer/Turnamancer

  • Forcefield Creation

Create forcefields, similar to the hex boundaries.

[edit] Signamancer/Weirdomancer

  • 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.

[edit] 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.

[edit] 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.

[edit] 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.

  • 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.
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