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astral [2021/04/19 04:03]
cactusowl created
astral [2024/02/29 16:10] (current)
joste [Forging]
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-**Astral** {{path>S}} is one of eight paths of magic. Its themes are:+====== Astral ======
  
-* the mind and telepathy +{{:magicpath:path_s.png?nolink}}
-  * Psychic attack spells??Mind Burn??, ??Paralyze??, ??Soul Slay??, ??Enslave Mind??, ??Mind Hunt??, ??Master Enslave?? +
-  * [[Communions]]: ??Communion Master?? and ??Communion Slave?? +
-* the stars, the moon, and light +
-  * ??Stellar Cascades??, ??Gifts from Heaven??, ??Star Fires?? +
-* fortune and misfortune +
-  * ??Luck??, ??Cheat Fate??, ??Will of the Fates??, ??Doom??, ??Baleful Star?? +
-* the essence of magic itself +
-  * ??Antimagic??, ??Dispel??, ??Arcane Nexus??, ??Magic Duel??, ??Power of the Spheres?? +
-* astral projection and travel +
-  * ??Body Ethereal??, ??Teleport??, ??Astral Window??, ??Astral Projection??, ??Gateway??, ??Astral Travel?? +
-* the void and horror marks +
-  * ??Horror Mark??, ??Astral Geyser??+
  
-The staple astral attack spells are in [[Thaumaturgy]], along with the spells required for communions. These typically have long range and never miss, but can be resisted with [[Magic Resistance]]+**Astral** {{path>S}} is one of eight paths of [[Magic]], and one of the four paths of SorceryIts themes are:
  
-Astral nations typically also research [[Alteration]] for ??Luck?? and ??Body Ethereal??.+  * The **Mind**, 
 +    * Psychic attack spells: ??Mind Burn??, ??Paralyze??, ??Soul Slay??, ??Enslave Mind??, ??Mind Hunt??, ??Magic Duel??, ??Master Enslave?? 
 +    * [[Communions]]: ??Communion Master?? and ??Communion Slave?? 
 +  * The **Stellar/Celestial Bodies** (including the Moon) and **Light**, 
 +    * ??Stellar Cascades??, ??Gifts from Heaven??, ??Star Fires??, ??Solar Rays?? 
 +  * The **Fates**, 
 +    * ??Twist Fate??, ??Luck??, ??Cheat Fate??, ??Will of the Fates??, ??Doom??, ??Baleful Star?? 
 +  * **Projection** and **Travel** through Space, 
 +    * ??Blink??, ??Teleport??, ??Astral Window??, ??Astral Projection??, ??Gateway??, ??Astral Travel?? 
 +  * **"Pure" Magic**, and the Essence of Magic itself, 
 +    * ??Antimagic??, ??Dispel??, ??Arcane Nexus??, ??Power of the Spheres??, ??Astral Geyser??, ??Horror Mark??, ??Opposition?? 
 +  * and the Fabric of **Reality** itself. 
 +    * Time: ??Time Stop??  
 +    * Space: ??Body Ethereal?? 
 +    * Both: ??Wish??
  
-The spell ??Magic Duel?? creates a unique dynamic around astral magic, in which a nation with plentiful astral mages can shut out a weaker astral nation from using astral mages on the battlefieldLow-{{path>S}} mages are thus unsuited as heavy thugs and SC'sas they can be readily sniped.+[[Thaumaturgy]] contains most of the psychic spells in the game, including most of the staple Astral attack spellsThe psychic attacks typically have long-range and never missbut can be resisted with [[Magic Resistance]]. Basic knowledge of Thaumaturgy is also required for doing Astral Communions
  
-Converselyastral mages provide cover against ??Mind Hunt??. Weak astral mages (particularly stealthy ones) can follow thugs and raiders around to protect them.+[[Alteration]] is also commonly researched by Astral nationsfor ??Luck?? and ??Body Ethereal??, and for the prospect of eventually being able to make [[wish|Wishes]].
  
-Powerful Astral nations include Pythium, Marverni, Bandar Log, and all ages of R'lyeh.+[[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 [[gems|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. 
 + 
 +===== Forging ===== 
 +At Level 0, Astral enchanted Armor and weapons would be considered the bog standard of a magic item. 
 +Like the spells, Astral items can boost the casting range of Rituals, give Bonuse Magic LD, luck, and twist fate.  
 + 
 +Many Astral weapons deal double damage to Magical Beings. 
 + 
 +Several crosspath forging with death or nature Infict Curses. 
 + 
 +Earth crosspaths give several interesting times including: 
 +*Slave matix, Master Matrix 
 +*Crystal Coin 
 +* ??Crystal Shield?? 
 + 
 +A few standouts include: 
 +  * ??Pendent of Luck?? 
 +  * ??Amulet of Antimagic?? 
 +  * ??Eye of the Void?? 
 +  * ??Lucky Coin?? 
 +  * ??Moon Blade?? 
 +  * ??Spell Focus?? 
 +  * ??Banner of the Northen Star?? 
 +  * ??Ethereal Crossbow?? 
 +  * ??Ring of Sorcery?? ??Ring of Wizardry?? 
 +  * ??Starshine Skullcap?? 
 + 
 + 
 +{{template>magicindex}} 
 +{{tag>spell Magic-Path }}
astral.1618805023.txt.gz · Last modified: 2021/04/19 04:03 by cactusowl