Any Erfworlders here? I want to see how creative you people can be.
Go to Random.Org, or your choice of number generator, and roll between 1 and 22, then roll again.
12. Flower Power
17. Hat Magic
You pop as a new side, and your first 3 magicians are these two and a Thinkamancer. What do you do? Would you achieve world domination with it?
Need a refresher on a particular brand of 'mancy? Here's the wiki. https://wiki.erfworld.com/Magic
If turnamancers can create self-moving vehicles and dirtamancers can improve cities and city features, I can make cities that automatically manage themselves for the production/$$$ bonus without having an assigned warlord? Or would the conveyor belts and robots associated just increase the bonus being managed gave? Either way, that'd be a huge benefit to a side to just have ongoing, so I could be doing useful shit with my units instead of having to idle to budget.
Huh, where did you get that chart from? I got from an anon on an erfworld /tg/ previous thread didn't realise it originated elsewhere
Also /tg/ has a dice generator built in like so:
Roll dice with "dice+numberdfaces" in the e-mail field (without quotes).
>>44641747 previous thread
What did people think of the latest update as a text? I actually thought it worked well with it being a breather between
Parson being shot and turning back from CC to GK and the upcoming archon attack on the Magic Kingdom.
Hm Shockmancy is electricty+shocking images screamers and things you need eyebleach for.
According to the wiki Changemancy is
Focuses on the conjuration, alteration, and/or enchantment of small objects with finer detail than Dirtamancers.
Can analyze the composition of a substance and modify it according to different needs. For example, it could change the nature of a cup of cofee.
Tasers, lightsabers, star trek style replicators, portable laser cannons, possibly an mundane items of our world that run on electricity - computers calculators, although not as advanced as parson wristband
I wonder if Changemancy + Shockmancy was how Charlie wired up his computers?
Besides the world's oldest profession, I can't think of much. Maybe make my treasury's balance "shockingly" high? Treasury-powered weapons? Actually, that last one seems pretty cool.
Laser-guided turnamancy? Good enough for me.
>Not making your Capital its own unit
OP here. I got Findamancy and Lookamancy.
I am Big Brother, Surveillance King. You want to find some obscure unit with a strange power, or a magical artifact lost to the ages? You come to me, and I'll have a quick look around to find it.
Hat Magic and mathamancy.
make a line of hats that allow all units wearing them to calculate probabilities together. The hats draw on the units' own natural mathamancy and calculate the probabilities together, so that a stack of units all wearing them could do amazing mathamancy feats and optimize their own strategies in response.
Rolled 6, 4 = 10 (2d22)
Shockamancy and Dittomancy. Guess I get to rain a near-infinite barrage of death from my city, then. Immunity to all forms of seige warfare for the forseeable future, with a sideorder of the ability to produce fully automatic tesla cannons to export to other cities? Yes, please.
Now, let's roll again, and see what other stuff I can come up with.
Turnamancy + Foolamancy
Trick units into turning quicker with Foolamancy illusions.
Temporarily turn massive numbers of unled troops through Foolamancy illusions (and even led troops if they fail their check to break the veil).
Trick a ruler into ending their turn early (?)
Trick a ruler into turning against their allies?
In all cases, it doesn't matter if the effect is temporary, the harm will have been done.
>Weirdomancy and Dirtamancy
Not much is known about Weirdomancy. Still, the combo can probably create hexes where my magic works well but nobody else's does, including natural magic. Or just dead magic zones in general.
power distribution / info distribution like charlies shockamancy cables
Super traps, multihex traps, permanently disabling traps
maybe hire a dirtamancer and link them up with my shockamancers to overload towers, or make other hexes have autofiring charges
Rolled 11, 19 = 30 (2d22)
Croakamancy and Rhyme-o-mancy.
Gothic poetry so bad it deals damage to anyone hearing it? Hordes of self-buffing uncroaked? I don't know, Rhyme-o-mancy isn't too well defined as of now.
Let's give it another try
Rolled 15, 18 = 33 (2d22)
That chart doesn't originate from elsewhere. I made it after I looked up the types of magic, omitting retconjuration and Thinkamancy.
It was a funny little idea I thought would be nice for the Erfworld thread. Didn't expect someone to OP a thread with it though.
Also, Charlescomm broke Chickens.
Rolled 12, 14 = 26 (2d22)
>Dittomancy and Rhyme-o-mancy.
Multiplying rhymes. A rhyme from a master Rhyme-o-mancer that doesn't lose effectiveness when someone retells it. Every unit gets the rhyme's buff eventually.
I made it myself! I went to the wiki, copied down the magics there, and omitted Thinkamancy and Retconjuration because a link-up with two Thinkamancers is probably pointless, and Retconjuration is OP.
That's because OP picked a page that requires context.
It's what happened in war room of a faction that is taking a beating in a war after a plan executed by its (supposedly perfect) strategist failed.
The broken girl the bald guy points out is a sorceress whose spell was key component of said plan and she's rekt because she thought her success is fated.
The tree guys are spellcasters keeping up the magical map by their joined power.