Astral Conjurations and how they work
The Astral Plane is the realm of pure thought that touches the material plane everywhere. Theologians and magic scholars debate the specifics, but the Astral Plane is said to partially if not fully connect with the the Void, Fae Home, and the Aetherial Realm
Somehow, the Astral Plane either feeds from, absorbs, copies, or IS the collective thoughts of all sapient, maybe all sentient beings. In the Astral Plane, the mind is king and whatever can be imagined can be...at least temporarily.
In the the First Age, a small number of legendary dragons managed to travel bodily to the Astral Plane and discovered that they could create almost anything they wanted in the Astral Plane...as long as they didn't take it out of the Astral Plane.
Ancient dragons tried taking Items or creatures manifested in the Astral Plane into the Material Plane, and they usually died or disintegrated in under a minute.
Very patient First Age dragons experimented with this figuring out to make an object go from lasting fifteen seconds, to twenty, than twenty-five, bit by bit. Mages of other races copied their spells and continued to make incremental improvements functionally creating the School of Conjuration as modern mages understand it.
Now, thanks to the work of a hundred generations of Conjurers hard work, astral constructs can last in material plane for hours rather than seconds.
The Crackpot Fringe Explanation
There is a an alternative theory that this progress is not solely because of the work of generations of mages but it could be the Astral Plane is growing more solid.Manifestation
To conjure an astral spell or an astral creature, the caster visualizes something while channeling quintessence, essentially creating in the Astral Plane and then pulling it into the material world.
Localization
Magical theorists postulate that conjuring ANYTHING is possible, and that it's technically possible, but the more unique and complex an astral construct, the shorter it's lifespan.
There are two limiting factors on what can be made. The first is the willpower and mental capacity of the mortal making an astral construct, the second seems to be the collective memory of the Astral Plane itself, or maybe the collective memory of all Scarterrans, or at least all Scarterran Conjurers.
Brigid is a Conjurer and a swordsmith. Because she is so intimately familiar with swords that she crafted with her two hands, she can probably astrally craft a replica of a sword she made. But if someone else, even a friend of her tried to do so, they'd probably fail or at least the sword fall apart in minutes, while Brigid could probably manifest a sword from her mind that lasts a couple hours.
Even then, if Brigid if wants to manifest a sword from the legendary Book of 1001 Things, which isn't technically a single book, and it's exact number of is unknown but it represents there are roughly a dozen swords on the list of varying sizes and shapes and each of these swords have been conjured thousands of times by hundreds of mages over the centuries. These swords are more durable and long-lasting.
It's even harder to conjure Astral creatures whole cloth. If a conjurer wants to create a horse to ride or a lion to defend, her best bet is to use an "horse" or "lion" template from the metaphorical Book of 1001 Things, and there are only a couple dozen astral creatures widely known.
Astral Conjuration is difficult to learn without a teacher. A big part of training is a mentor conjuring standard forms of things and making their apprentices memorize every tiny detail of it, so they can conjure it exactly the same way her intellectual forebears did it. Though there are work arounds. A few exceptional mages can study forms of things in the Astral Plane while sleeping.
In theory, new items can be added to the Book of 1001, if dozens of hundreds of Conjurers work on the conjuring the same thing over and over again, and some Scarterran magical societies on working on this very thing, but most Third Age mages do not have the patience for this. More often, mages turn to the lost constructs of the past.
Once in a while, adventurers will travel to the Astral Plane to find astral objects or creatures that used to be well known in ancient, but were forgotten. Sometimes they even succeed, and expand the pool of knowledge of modern Conjurers, but more often than not they come back empty handed or don't come back at all. A few new constructs models were rediscovered from dusty grimoires in ancient forgotten dungeons.
One thing that that creatures on Book of 1001 Things have in common is that they are bland looking and generic. A standard astral sword is to going to have a sharp edge and a simple hilt. Astral animals are unnaturally angular and featureless, almost like a Minecraft animal.
Astral Constructs can be any coloration in theory, but With a few exceptions, most Astral Constructs are gray and silvery and astral plane like the Astral Plane itself because ancient Conjurers found that the path of least resistance. A few things that have to be colored other than gray (such as signal flags) are known to the Book of 1001 Things.
When there is a Will there's a Way
Conjurers can extend the life of an Astral Construct in the material plane through their strength of will.
In game terms, a Conjurer can spend temporary Willpower points to extend the duration of most Astral Conjurations. That said, this is not easy and even the strongest will mage can't make something last forever.
So far, Conjurers can only feed Willpower to their own creations, but the Holy Grail or Philosopher's Stone for Conjurers is to find a way to let anyone or at least any Conjurer could fuel an Astral Construct with their will. If a large group of people took turns maintaining a Construct, it could be maintained indefinitely.
There is also a rumor of rare necromantic spells that can sustain an Astral Construct with the stolen life force of a captive.
While Scarterra has more than a few unscrupulous mages happy to spill innocent blood to increase their magical power, not many mages are powerful Conjurers and powerful Necromancers. The schools have overlapping utilitarian niches, but very little overlapping metaphysics, so learning both is more effort than most power hungry mages are willing to do.
Type
Metaphysical, Astral

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