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.
Alteration is also commonly researched by Astral nations, for Luck and Body Ethereal, and for the prospect of eventually being able to make Wishes.
Evocation and Enchantment also have some useful Astral spells; Evocation notably provides Mind Hunt and Magic Duel, while Enchantment provides Magic Resistance for countering other Astral nations.
The best counter for Astral is essentially Astral itself. The spell Magic Duel creates a unique dynamic around Astral Magic, in which nations with Astral Mages and 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 Mind Hunt, a ritual that otherwise allows high-Astral nations to snipe their neighbors from several provinces away.
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|