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====Astral==== The "first" magic, and where you get all the smart technical spells like communions and luck, and artifacts that simply make specific actions more efficient. Mainly based around mind control and debuffs/buffs. Astral magic most often directly attacks the enemies magic resistance, ignoring armor entirely. Spells like Soul Slay and Magic Duel can be instant death to a single target. The true power comes from the super strong rituals like Wish, Acashic Knowledge (reveals all magic sites in a province), Gateway (mass teleport) Arcane Nexus (you get a fraction of all gems used to cast all spells), and Mind Hunt (assassination spell) are the big game changers. Best part is, however that Astral masters can easily forge magic crowns and sticks to supplement leadership and inspiration value of commanders, turning your shy, asocial platoon leader into a reincarnation of [[Creed]] that can lead magical beings by sheer force of will. Or forge a sacred linen that grants the wearer blessings of your god's powers even if he wasn't sacred to begin with. Yes, it works on giants, have fun speeding up ettins. While astral is reasonably powerful on its own, where it really shines is when combined with another path, since even one level of astral enables the mage to use the Communion spell to combine their power. Even a weak earth/astral mage, for example, when backed up by a large enough communion, can start dropping comets from the sky on enemy armies mid-battle.
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