Chereads / Everything is Bury / Everything is Bury’s…Magic Corner! (spoilers)

Everything is Bury’s…Magic Corner! (spoilers)

Keep in mind that these are some of the books and logged magics within Blendpunk Chthonim. If I differentiate special magics for The Blue Planet, I will update this section in the future.

It also has some explanations. Though I will be explaining them as best I can in the story, it's very easy for you or me to forget!

This will be a little reminder for the both of us, okay?

Unique Blendpunk Chthonim Magycks, Vol. 1

-Aorta Magic

The magic of the blood, the heart, and the vein. Bolsters the Salt, and Whimpers the Embalm.

-Salt Magic

The magic of the sacred, the repelling, and the cleanse. Bolsters the Memory, and Whimpers the Ash.

-Ash Magic

The magic of the cursed, the cremated, and the reduction. Bolsters the Embalm, and Whimpers the Salt.

-Embalm Magic

The magic of the preservation, the lignification, and the rest. Bolsters the Ash, and Whimpers the Aorta.

-Memory Magic

The magic of the past, the life, and the lingering. Bolsters the Aorta, and Whimpers the Embalm.

-River Magic

The magic of the guide, the passage, and the demise. Bolsters all, and Whimpers all.

-Grunge Magic

The magic of the rust, the canvas, and the persisting. Bolsters none, Whimpers Psychedelic.

-Psychedelic Magic

The magic of the depraved, the canvas, and the dream. Bolsters none, Whimpers Psychedelic.

The magics all, they possess all capabilities. But one school is more suitable than another for their preferred tasks…

Explanation (in less cryptic words):

Aorta magic main type:

Attack, regeneration (self only), and is weak against the poisons of Embalm at low but can reduce the likelihood of Embalm revival.

Salt magic main type:

Healing, debuff, defense. Buff against Ash and has some toggles. Can also status cleanse

Ash magic main type:

Charisma buff (word magic), curse, and self status infliction. Buff against Salt and can deflect their debuffs at higher levels, and has some toggles. Compatible with fire, as well, but the fire synergy makes it double as weak to River.

Embalm magic main type:

Revive, poison, and charm. The poison is easier to inflict upon those of the Aorta, and the Ash is further buffed by their charm (translates to pets and some vendors). The revive and poisons can be cancelled out by higher level Aorta.

Memory magic main type:

Conjuration, utility, and status extending. Skills can be momentarily used without conditions. It's main utility is that it can pass boons to the Aorta (as well as others), and it suffers no weaknesses.

River magic main type:

Great power, status affliction, debuff extension, and summoning. It can supplement all and weaken all, and has no weaknesses. They come at a higher cost, and higher skills are only usable by those influenced by the Chthonic Rivers.

Grunge magic main type:

Standard, attack, defense, jack of all trades. It suffers no weaknesses other than Psychedelic.

Psychedelic magic main type.

Standard, attack, defense, jack of all trades. It suffers no weaknesses other than Grunge.

Only River, Grunge, and Psychedelic can easily access Crowd Control type spells or effects.

The main types are the magic's specialities, though with enough ingenuity, any magic type can fill all roles. Unless some special things are retrieved, or if the core of the magic is changed and evolved into something else, the weaknesses and supplements remain.

These are not the only magic types. The standard elements exist as well! There are also spells with unique properties…

I should also add that these magic types can be considered as elements. Some skills in the future will invoke the elements without the use of mana, the main energy pool for magics (ofc).

Some races in the game also carry an inherent element, which is pretty much a double edged sword. The weaknesses the element has will apply to them, and they'll find it hard to learn the element of their weaknesses. It may not be impossible, though~