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 Post subject: Stupid Caster Tricks
 Post Posted: Thu Oct 22, 2009 5:15 pm 
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Hello there, I thought I would register to share some ideas about casters (linked or otherwise) that have been fumbling around my head. I'd like you to share yours, I'll bet the people who know about kitting out and optimizing their RPG characters would be really good at this.

Let's start with a Moneymancer and a Dittomancer, could they conjure more money than they started with? What if you add a Luckamancer to the mix, perhaps they could shift any outcome to their side's favor by throwing endless money at the problem.

How about a Signamancer and a Dittomancer? They could plaster a battlespace with propaganda, maybe lower the loyalty of enemy units.

Assuming a Retconjurer can do what I think they can, they could do a bunch of damage if they worked their magic on Crap Golems: make it so the rations that were consumed to form the crap were never consumed, Crap Golems disappear and units suffer for lack of upkeep.

Got to go, look forward to reading your ideas.

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     Post subject: Re: Stupid Caster Tricks
     Post Posted: Thu Oct 22, 2009 5:22 pm 
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    The general assumption is that retconjuration is not a school of magic normally open to Erfworlders.

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     Post subject: Re: Stupid Caster Tricks
     Post Posted: Thu Oct 22, 2009 5:24 pm 
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    Hmm I would have to say that if I was going to do a caster combo it would be a Thinkamancy-Flower Power-Turnamancy combo.
    You would be able to more effectively use mind control. :D

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     Post subject: Re: Stupid Caster Tricks
     Post Posted: Thu Oct 22, 2009 5:45 pm 
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    Thinkamancer-Dollamancer-Dirtamancer; Animate a city so it can defend itself. It's a steam-punk dream.

    Luckamancer-Moneymancer-Thinkamancer; Make feral dwagons or gobwins pop in a hex.

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     Post subject: Re: Stupid Caster Tricks
     Post Posted: Thu Oct 22, 2009 5:53 pm 
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    DevilDan wrote:
    The general assumption is that retconjuration is not a school of magic normally open to Erfworlders.
    How did you arrive at this generalization?

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     Post subject: Re: Stupid Caster Tricks
     Post Posted: Thu Oct 22, 2009 5:59 pm 
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    it was in a Word of God somewhere. the school was invented to retcon mistakes from the comic, so its only available to the Titans.

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     Post subject: Re: Stupid Caster Tricks
     Post Posted: Thu Oct 22, 2009 6:01 pm 
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    Jatopian wrote:
    DevilDan wrote:
    The general assumption is that retconjuration is not a school of magic normally open to Erfworlders.
    How did you arrive at this generalization?

    Here maybe......
    Rob wrote:
    This is a theoretical branch of magic, like an undiscovered element on the periodical table. No ordinary caster can practice it; there are no Retconjurers in Erfworld. It is reserved for the Titans. And I can tell you, they don't like it much and use it as seldom as possible.

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     Post subject: Re: Stupid Caster Tricks
     Post Posted: Thu Oct 22, 2009 6:02 pm 
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    Dirtamancer & Thinkamancer & Changeamancer.
    Change the basic terrain type of an hex. Makes nearby cities permanently more productive and generates more schmuckers and food.
    Florist (Flower power) & Thinkamancer & Changeamancer.
    Change the plants of a hex. Makes nearby cities permanently more productive and generates more schmuckers and food. Can grow heavy trees or crops where needed.

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     Post subject: Re: Stupid Caster Tricks
     Post Posted: Thu Oct 22, 2009 6:41 pm 
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    Opal and Welf, I like the cut of both of your jibs...the cuts of your jib...how does that expression work in plural? Anyways, thanks for the clarification on Retconjuring, I obviously hadn't paid a great deal of attention to it :oops:

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     Post subject: Re: Stupid Caster Tricks
     Post Posted: Thu Oct 22, 2009 6:59 pm 
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    OvaltinePatrol wrote:
    Opal and Welf, I like the cut of both of your jibs...the cuts of your jib...how does that expression work in plural? Anyways, thanks for the clarification on Retconjuring, I obviously hadn't paid a great deal of attention to it :oops:


    I believe a jib is a type of sail, as in the thing that catches the wind and moves the boat. I can't recall if "cut" is how the jib is made or the angle at which it is set to catch the wind. Probably the latter. So, plural is still jibs. I would have said "I like the cut of your jibs," though it does seem to loose something in the plural.

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     Post subject: Re: Stupid Caster Tricks
     Post Posted: Thu Oct 22, 2009 7:43 pm 
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    Kig Fso Cro d wrote:
    Hmm I would have to say that if I was going to do a caster combo it would be a Thinkamancy-Flower Power-Turnamancy combo.
    You would be able to more effectively use mind control. :D


    Flower power is supposed to have some effects on the perception of time (Flaking) and assuming turnamancy is related to turns, you could end up with a link that allows complex time manipulation.

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     Post subject: Re: Stupid Caster Tricks
     Post Posted: Thu Oct 22, 2009 9:49 pm 
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    Going with the casters we have met and what the comic has revealed about various disciplines, I would like to see a Dirtamancer/Thinkamancer/Dollamancer link to create some bad ass autonomous golems.

    I would like to also link a Mathamancer/Thinkamancer/Luckamancer to magically enhance Parson's Bracer into a more powerful magic item to be able to influence its decisions to some degree.

    I also wonder if we were to link a Stuffamancer with various disciplines (e.g a healomancer, luckamancer, lookamancer, foolamancer, etc.) to make a slew of magical items but that may make it too D&D like armor with +5 to health recovery or an amulet that boosts fate in my favor, or a cloak of invisibility. Or even creating a magical scope that can remotely check out areas up to several hexes away. or a set of magical mirrors for long distance communications (because Erfworld needs more of that!) I wonder how a signamancer would play in the mix as well..

    or link up a dittomancer with a stuffamancer and start your own version of Erfworld's Kinkos ;) (assuming that a dittomancer can make copies of things and isn't just a magical yes man)

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     Post subject: Re: Stupid Caster Tricks
     Post Posted: Fri Oct 23, 2009 2:27 am 
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    As I understand it, flaking is a side effect. It only seems to affect the perception of time anyway.

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     Post subject: Re: Stupid Caster Tricks
     Post Posted: Sun Oct 25, 2009 8:17 pm 
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    Here are some 'tricks' I think caster classes might have:

    Moneymancer: Lower cost needed to promote units. If TV has a moneymancer it could explain why they have more social mobility than other kingdoms; it takes less shmuckers. It would be similar to a dirtamancer's ability to reduce the cost of upgrading a city.

    Also a moneymancer may allow sides to create units from money the way natural allies do. Hence TV doesn't have natural allies.

    Signamancer: Naming; Influence personality/abilities of a unit about to be popped by naming them. Know things about a unit/city from their/its name. Know things about a person from their appearance; Jillian appearance changed after becoming a Queen.

    Findamancer: Job interview: Find someone suited to a position.

    Turnamancer: Increase or decrease 'time' in a turn. Change turn order in a battle space.

    Moneymancer/Turnamancer/Tinkamancer: Investment Banking.

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     Post subject: Re: Stupid Caster Tricks
     Post Posted: Sun Oct 25, 2009 8:50 pm 
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    Thinkamancer / thinkamancer / thinkamancer: Facilitating safer initiation and break ups of other links. May seem less fancy than but with one other thinkamancer you would be able to link and delink him/her with impunity allowing a greater variety of links with greater safety.
    I'm not sure if it is a legit way to use the spell, but a healomancer / thinkamancer / luckamancer could accomplish something similar, not sure if hippiemancers cover psychiatric support in erf but if they don't this combo should be able to do it.


    Stuffamancy has me puzzled, can the casters in the sub domains fabricate like a twoll?

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     Post subject: Re: Stupid Caster Tricks
     Post Posted: Sun Oct 25, 2009 9:02 pm 
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    Hat Mage- Thinkamancer-Changemancer. Disrupt Message Hats with misinformation and spying on enemy hat coms.

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     Post subject: Re: Stupid Caster Tricks
     Post Posted: Sun Oct 25, 2009 9:17 pm 
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    jabbersocky wrote:
    Hat Mage- Thinkamancer-Changemancer. Disrupt Message Hats with misinformation and spying on enemy hat coms.

    Disruption maybe but not spying. Chances are you would need a lookamancer to see the messages or alternatively a dittomancer to duplicate their messages (bonus: matching hats!). If putting any old hat mage in a link allows spying on hat contacts then the investment of hats would be greatly reduced in worth.

    If that is the case, it isn't all bad, maybe we can link a hat mage to a mathamancer and pioneer encryption!

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     Post subject: Re: Stupid Caster Tricks
     Post Posted: Sun Oct 25, 2009 11:44 pm 
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    joosy wrote:
    Mathamancer/Thinkamancer/Luckamancer


    Ftw. No kidding.

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     Post subject: Re: Stupid Caster Tricks
     Post Posted: Mon Oct 26, 2009 2:39 pm 
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    Turnamancy+Croakamancy = Preserve undead/ insta rot
    Predictamancy+Retconjuration= ZOMG, Change teh FUTCHAH
    Foolamancy+Croakamancy= Fake Undead/ Hide undead/ Convince people they're undead
    Moneymancy+Shockmancy= Exploding Treasury

    Just some of the random abilities in erfworld.

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     Post subject: Re: Stupid Caster Tricks
     Post Posted: Mon Oct 26, 2009 2:42 pm 
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    drakeblood4 wrote:
    Moneymancy+Shockmancy= Exploding Treasury


    No; that would be hardcore porn.

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