Astral is one of eight paths of Magic, and one of the four paths of Sorcery. Its themes are:
Thaumaturgy contains most of the psychic spells in the game, including most of the staple Astral attack spells. The psychic attacks typically have long-range and never miss, but can be resisted with Magic Resistance. Basic knowledge of Thaumaturgy is also required for doing Astral Communions.
The best counter for Astral is essentially Astral itself. The spell Pearls to spare can choke out nations with fewer Astral Mages and/or levels. Quite a few otherwise-decent Mages are very dangerous to use against Astral nations due to their levels of Astral Magic. Conversely, even pathetic Astral Mages provide cover against , a ritual that otherwise allows high-Astral nations to snipe their neighbors from several provinces away.creates a unique dynamic around Astral Magic, in which nations with Astral Mages and
Powerful Astral nations include MA Arcoscephale, MA Pythium, MA Bandar Log, EA Marverni, and all ages of R'lyeh. In addition to these, many other nations are capable of cranking out novice or amateur Astral Mages in respectable quantities and can use Communions to try and match the powerful nations in battlefield power.
|Concepts||Blood Hunting • Communions • Empowerment • Gems • Items • Magic Sites • Research|
|Categories||Combat Magic • Ritual Magic • Notable Spells|
|Paths||Fire • Air • Water • Earth • Astral • Death • Nature • Blood • Holy|
|Schools||Conjuration • Alteration • Evocation • Construction • Enchantment • Thaumaturgy • Blood • Divine|