So lets talk about Contamination a bit. I think that it is clear to most that while we will be able to just blast people with unreality at some juncture, this is not really the point of this ability. Where it shines is long term resource accumulation and ability to cheat out stuff via reality warping.
The first to consider is External Contamination. This refers to our ability to warp external, usually inmate object. The most obvious use of this is basic transmutation for resources, which would allow us second revenue stream outside of healing. Just pick up a couple of rocks, turn them into gems and voila, free money on most worlds. Healing is still superior in worlds where advanced society is present, especially once we are able to make people younger, however having this redundancy is nice. As our skill grows we should be able to freely upgrade our gear and stuff, just gaining better stuff(at risk of them turning evil and stuff, of course). This also abstracts much of resources required for Mask making as we can conjure basic ones out of the thin air. Warping advanced objects, such as items of power, potions or special materials also has a opportunity to create some interesting and beneficial results.
Besides just transmutation, we do have way to slowly fade object out of existence, which is a very through way to destroy something if the need arises. We also have ability to warp phenomena temporarily - we still don't have examples of this so it is hard to say how this will work in practice, but I expect this to be fairly useful in combat. While affecting enemies directly might be a dicey proposition, turning their swords into sand, armors into living suit of bloodthirsty thorns and making their projectiles temporally incorporeal will all be of some use in combat. Ability to warp phenomena will also have some serious synergy with Musurov, as I expect us to be able to produce some very potent combos with his spells.
The second is Internal Contamination, or the ability to change stuff within ourselves and others. Absolutely bonkers. First thing is for sure to restore our creativity, and after that the sky is the limit. This ability should work on both our magics and our skills, which allows us to respec stuff we might not consider relevant. We can physically change our body as well, and Viscerality allows for a margin of error here i.e. if transforming our hand goes wrong we just cut it off and make a new one. Once we improve this skill enough we can also use this on Musurov to warp his own magics, which is once again nuts. There is also a question of how Contamination's unreality state will work with Facelessness, but that is something to test.
Third one is Mask Contamination. I expect us to be capable of permanently altering Masks, which should allow us to basically respec Mask abilities. Ideal scenario is that with enough skill we will be able to take our 50 Potential CL mask and turn it into 50 Crafting mask and then back if combat situation happens. The "with no loss in Potency" would be important part here, but even that can be worked around to an extent. Needless to say, if we manage to sidestep the need to multiple masks and put all our effort into one mask, we would gain a ton of value long term. Outside of this, we can also try warping how Masks work, allowing us to equip them to other things i.e. use Contamination to fuse mask and sword, allowing us to craft supernatural sword that will slowly gain identity.
Finally, there is Viscerality Contamination. The synergy between these two is much more direct than the other ones, as they are both transmutations in nature. Viscerality is precise and works on micro scale, whereas Contamination is chaotic and works on macro scale. One pushes physics to its limits, while the other ignores it all together. You can weave from one into the other quite easily i.e. create raven familiar with Visc, warp it into demon bird thing and then use Visc to make it more to your liking. Viscerality can streamline results of Contamination while Contamination's random result might yield new designs and ideas for us to learn. Besides this obvious synergy, there should also exist secondary synergy with Viscerality emotional aspects. We should be able to use Internal Contamination on our emotions to generate emotional stats that improve Viscerality. This would be just a straight up Viscerality+ if done correctly. Likewise, Viscerality's ability to induce passion into people give us a consistent target for Contamination, one that we can easily train with and ultimately use for all kinds of things.
All in all, a ton of possibilities ahead.
The first to consider is External Contamination. This refers to our ability to warp external, usually inmate object. The most obvious use of this is basic transmutation for resources, which would allow us second revenue stream outside of healing. Just pick up a couple of rocks, turn them into gems and voila, free money on most worlds. Healing is still superior in worlds where advanced society is present, especially once we are able to make people younger, however having this redundancy is nice. As our skill grows we should be able to freely upgrade our gear and stuff, just gaining better stuff(at risk of them turning evil and stuff, of course). This also abstracts much of resources required for Mask making as we can conjure basic ones out of the thin air. Warping advanced objects, such as items of power, potions or special materials also has a opportunity to create some interesting and beneficial results.
Besides just transmutation, we do have way to slowly fade object out of existence, which is a very through way to destroy something if the need arises. We also have ability to warp phenomena temporarily - we still don't have examples of this so it is hard to say how this will work in practice, but I expect this to be fairly useful in combat. While affecting enemies directly might be a dicey proposition, turning their swords into sand, armors into living suit of bloodthirsty thorns and making their projectiles temporally incorporeal will all be of some use in combat. Ability to warp phenomena will also have some serious synergy with Musurov, as I expect us to be able to produce some very potent combos with his spells.
The second is Internal Contamination, or the ability to change stuff within ourselves and others. Absolutely bonkers. First thing is for sure to restore our creativity, and after that the sky is the limit. This ability should work on both our magics and our skills, which allows us to respec stuff we might not consider relevant. We can physically change our body as well, and Viscerality allows for a margin of error here i.e. if transforming our hand goes wrong we just cut it off and make a new one. Once we improve this skill enough we can also use this on Musurov to warp his own magics, which is once again nuts. There is also a question of how Contamination's unreality state will work with Facelessness, but that is something to test.
Third one is Mask Contamination. I expect us to be capable of permanently altering Masks, which should allow us to basically respec Mask abilities. Ideal scenario is that with enough skill we will be able to take our 50 Potential CL mask and turn it into 50 Crafting mask and then back if combat situation happens. The "with no loss in Potency" would be important part here, but even that can be worked around to an extent. Needless to say, if we manage to sidestep the need to multiple masks and put all our effort into one mask, we would gain a ton of value long term. Outside of this, we can also try warping how Masks work, allowing us to equip them to other things i.e. use Contamination to fuse mask and sword, allowing us to craft supernatural sword that will slowly gain identity.
Finally, there is Viscerality Contamination. The synergy between these two is much more direct than the other ones, as they are both transmutations in nature. Viscerality is precise and works on micro scale, whereas Contamination is chaotic and works on macro scale. One pushes physics to its limits, while the other ignores it all together. You can weave from one into the other quite easily i.e. create raven familiar with Visc, warp it into demon bird thing and then use Visc to make it more to your liking. Viscerality can streamline results of Contamination while Contamination's random result might yield new designs and ideas for us to learn. Besides this obvious synergy, there should also exist secondary synergy with Viscerality emotional aspects. We should be able to use Internal Contamination on our emotions to generate emotional stats that improve Viscerality. This would be just a straight up Viscerality+ if done correctly. Likewise, Viscerality's ability to induce passion into people give us a consistent target for Contamination, one that we can easily train with and ultimately use for all kinds of things.
All in all, a ton of possibilities ahead.