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 Post subject: Useful Shockamancy
 Post Posted: Fri May 16, 2014 4:51 am 
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Seeing many times it mentioned that Shockamancy is of limited use, I want to gather ideas as to how can it be used beyond mere combat.

For starters, some of my own thoughts:
1) Shockamancy is electricity. While it is quite probable it doesn't work like it does in Stupidworld (same as gravity), it may have some similar properties, thus electromagnets (aka Disarm all metalic wielders), railguns (aka instant-hit ranged siege weapon), electronics (aka Mathamancy bracers) and many other things could possibly be created, perhaps in conjunction with other casters. And many peace-time devices as well, such as heating elements, lights, music recorders etc. I in fact fully expact for Parson to at least try this.
2) Out of traditional elements, Dirtamancers control all but one: they rule Earth and Metal, they control Fire, they can create Water. But Air is beyond their reach, and air magic is traditionally associated with lightnings. Would it be much of a stretch to suppose that a Shockamancer can create shockwaves and control winds? This should be extremely useful for both aerial warfare, and for seafaring (a way to see what's beyond the surrounding MK ocean?), weather control for crops, maybe even windmills, if there is any use of those.

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     Post subject: Re: Useful Shockamancy
     Post Posted: Fri May 16, 2014 6:18 am 
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    Flash Mobs are Shockmancy (as Lilwik is always quick to point out, there is no "a" after "shock"). So things that are "shocking" also fall into the realm of Shockmancers. Perhaps propaganda would fall into that area. Perhaps they can buff certain mounted units, turning them into "Shock Jockies."

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     Post subject: Re: Useful Shockamancy
     Post Posted: Fri May 16, 2014 7:24 pm 
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    My impression has been that shockamancy is mostly about direct damage and some negative status effects like stunning.

    So it isn't that shockamancy isn't useful. It's just very direct brute force compared to other schools. Brute force can still be very useful. Blowing up your enemies may not be subtle, but it gets the job done.

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     Post subject: Re: Useful Shockamancy
     Post Posted: Fri May 16, 2014 8:16 pm 
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    Lipkin wrote:
    Perhaps they can buff certain mounted units, turning them into "Shock Jockies."

    Don't forget making shock troops

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     Post subject: Re: Useful Shockamancy
     Post Posted: Fri May 16, 2014 11:47 pm 
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    What economic/resource producing abilities and civilian services might Shockmancers have? All I can think of besides electricity is blast mining.

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     Post subject: Re: Useful Shockamancy
     Post Posted: Sat May 17, 2014 12:37 am 
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    Demolitions and porn. Most of the Shockmancers we have seen so far seem to delve into the Pornomancy side of Naughtymancy. They may also have a specialized subset of Pyromancers in there, and fire has all sorts of useful aspects. An inventive Shockmancer can use his craft as part of foraging (blast a tree down and then blast it into smaller bits to be carried away; no need for a heavy axe), crafting (use multiple small attack spells instead of a hammer, or instill basic weapons with Shockmancy, shockmancy scrolls, infusing inanimate Turnamancer dolls with enough juice to move on their own), power production (they are their own electric company), or hunting (replace a bow or spear with magick). More lucrative endeavors may involve a male and female Shockmancer paired together to perform public displays of lewd behavior... people pay big money for that. And as part of Naughtymancy, they may even sell their carnal arts directly for Smuckers or Rands.

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     Post subject: Re: Useful Shockamancy
     Post Posted: Sat May 17, 2014 2:16 am 
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    Shai_hulud wrote:
    What economic/resource producing abilities and civilian services might Shockmancers have? All I can think of besides electricity is blast mining.


    They'd probably be good for hunting big game. Find a wild dwagon, have your shockamancer blast it out of the sky for rations.

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     Post subject: Re: Useful Shockamancy
     Post Posted: Sat May 17, 2014 10:35 pm 
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    Shockmancy is probably pretty damn useful. Remember Digdoug's lightning trap? I bet they can make something like that anywhere. They can probably make shockmancy items like the blaster except much better. I would also suspect that they can but a stop to natural shockmancy. Falling for example is natural shockmancy, dragon breath probably is too. Maybe even normal attacks! I bet they can control it. Reflection, absorption etc. That could probably protect people from natural hazards as well.

    Non-combat uses are more tricky. They are probably useful for capture/taming of wild units. Stun it to sleep and then bind it and finally tame it. You might be able to make auto-hunting traps. Even farther from combat, I bet you could make tools for blasting away dirt to dig. Ovens to cook stuff. Super-cool furnaces.

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     Post subject: Re: Useful Shockamancy
     Post Posted: Sun May 18, 2014 1:16 am 
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    They cannot heal hits, but they might be able to remove a incapacitation effect (a la defibrillators) so the unit heals instead dies next turn.

    Also, what about pulling a Frankenstein? Using corpse parts and (and liberal amounts of Shockmancy) to reanimate them as a new unit instead of uncroaked based off the old one.

    These might in fact be the Shock Troops someone else spoke of...

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     Post subject: Re: Useful Shockamancy
     Post Posted: Sun May 18, 2014 2:25 pm 
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    The shock troops phrase is a pun on the real world military unit types of the same name.
    http://en.wikipedia.org/wiki/Shock_troops

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     Post subject: Re: Useful Shockamancy
     Post Posted: Sun May 18, 2014 10:14 pm 
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    Wanda is actually a good example of shockamancy in practice: http://www.erfworld.com/book-1-archive/?px=%2F095.jpg

    Shockamancy is in the same class of magic as croakamancy, so Wanda is quite good at direct damage spells. But as powerful as that was, a master class shockamancer would probably be even better. Imagine the destruction they could unleash on the battlefield.

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     Post subject: Re: Useful Shockamancy
     Post Posted: Sun May 18, 2014 10:19 pm 
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    Omnimancer wrote:
    Wanda is actually a good example of shockamancy in practice: http://www.erfworld.com/book-1-archive/?px=%2F095.jpg

    Shockamancy is in the same class of magic as croakamancy, so Wanda is quite good at direct damage spells. But as powerful as that was, a master class shockamancer would probably be even better. Imagine the destruction they could unleash on the battlefield.



    I beleive this was actually the tower's stored air defense. Wanda didn't cast it although she may be the one who fulled the tower in the first place.

    For some shockmancy from Wanda I would rather refer you to this:

    http://www.erfworld.com/book-1-archive/?px=%2F048.jpg

    Then again she didn't cast anything, that must have been natural shockmancy.

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     Post subject: Re: Useful Shockamancy
     Post Posted: Sun May 18, 2014 11:33 pm 
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    Dyslexia made that much funnier in the past, only just noticed that the sound effect for her robe was 'pluff' not 'buff'.

    That was the tower's juice, as Parson comments later, but it was still very nicely done I think.

    Honestly, I don't know that there is a whole bunch of.... home front shockmancy out there. FAQ for example had a shockmancer and apparently couldn't find anything for him to do, and if any side had a wealth of casters to work with, it was FAQ with their unprecedented stable of them. It is possible that it was partially due to a stigma about him because he was 'only good in combat' but I feel he or the other casters would have found some way to make him useful in their Utopian society.

    I mean, if you live in a world that is all about war, wouldn't having the caster that is the 'best' at combat make up for being able to do very little outside of combat?

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     Post subject: Re: Useful Shockamancy
     Post Posted: Mon May 19, 2014 12:20 am 
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    ╒╦╧╬╩╦╦╛ wrote:
    Omnimancer wrote:
    Wanda is actually a good example of shockamancy in practice: http://www.erfworld.com/book-1-archive/?px=%2F095.jpg

    Shockamancy is in the same class of magic as croakamancy, so Wanda is quite good at direct damage spells. But as powerful as that was, a master class shockamancer would probably be even better. Imagine the destruction they could unleash on the battlefield.



    I beleive this was actually the tower's stored air defense. Wanda didn't cast it although she may be the one who fulled the tower in the first place.

    For some shockmancy from Wanda I would rather refer you to this:

    http://www.erfworld.com/book-1-archive/?px=%2F048.jpg

    Then again she didn't cast anything, that must have been natural shockmancy.


    Scrolls and tower spells still rely on the caster's ability though. They aren't totally automatic. For example, Wanda had trouble with the summon perfect warlord scroll because she's not a findamancer. Had Sizemore or Maggie tried casting the tower spells I'm sure it would have worked too, but probably far less effectively than a naughtymancer.

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     Post subject: Re: Useful Shockamancy
     Post Posted: Mon May 19, 2014 2:06 pm 
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    Sizemore was using Shockmancy scrolls in TBfKG:
    Quote:
    Sizemore. You'll take the Shockmancy spells. Find a leadership stack, burrow up, shock 'em, crap 'em, escape."

    http://www.erfworld.com/book-1-archive/?px=%2F125.jpg
    On this page you see it in action: http://www.erfworld.com/book-1-archive/?px=%2F126.jpg

    Consider the power of making seven people unable to defend themselves, then consider that that was a scroll. It was to Shockmancy what DIgDoug's "make a pit under someone" spell was to Dirtamancy.

    Is it really that Shocking (sorry) that they don't have anything out-of-combat to do, when they can make scrolls like that?

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