((On spell improvement:
Spells at [2.00] are considered baseline. They may be researched up to [5.00] to improve various aspects. This is basically +3 upgrade points, which may be used to upgrade part of it [damage, less mana cost] or new abilities [Ghost steals lifeforce to maintain itself, Golem self-repairs].
Once a spell is at [5.00], you may research a near-identical successor at the next teir, with a research bonus until [2.00]. Think of it as throwing make-shift add-ons at a spaceship, then making a new one, designed from the outset to include them.
You should see better overall results if you include disadvantages. There's only so much damage you can get out of an instant fire bolt spell without increasing the mana costs.))
Lady Zirae improves her Conjure Weapons spell and studies Metamagic.
Between training sessions with the rangers to learn about knife fighting, which he gains basic proficiency at remarkably fast, Daniel gets a castable Cloak of Shadows spell. It still takes too long to cast, and makes him even more obvious if he tries using it in non-poor lighting.
Albrecht makes little progress, both stumped by the problem and with restricted mana. He only gets his spell to the point where the spirit can slightly chill someone by touch.
Thranduil suffers even more problems than Albrecht, but his Animal Dreamwalk spell is nearly ready. The rangers bring back nothing, as Lady Zirae wants them to remain in the province until she has beaten the Tivorians. ((Population growth's been down slightly since the rebels appeared, as they haven't been taking slaves. Should probably have mentioned it.))
Ardrek spends the season shadowing Lady Zirae, trying to pickup more conjuration knowledge without wasting mana and garnering more favor. She seems amused enough, and teaches him useful bits and pieces. Aside from her duties as near-leader of Midea's Stiletto, she spends time working on Conjure Weapons until she declares it satisfactory, then begins arming her troops. After hearing his proposal for the divining stone spell, she suggests that, should he get them down to figurine size, a few could be placed in other cities by the rangers.
Sirra feels a hair's breadth away from being able to create potable water from nothing, and feels more competent at Conjuration in general.
Jamgeon continues training until he is quite competent with a knife. He surpasses his trainer's skills.
Lady Zirae creates weaponry for 200 shortbowdrow and 300 swordsdrow. She is pleased with the results. Somehow, the Conspirators convince most of the remaining neutral nobles to join them. It's getting dangerous to leave the safety of the area under Lady Zirae's direct control; a few farmers are killed by unrest.
Now that her forces are ready, The wizardess is considering the best way to end the Conspiracy and eliminate the rebel nobels, with minimal casualties to her workforce. If it comes to an all-out battle, virtually everyone will be drafted.
Tivoryn's Conspiracy, lesser faction in Exiled Wastes
Low-mid intel. Small coalition of dark elven nobles. No magical capabilities.
Exiled Wastes Contested
Intel: Low
Morale: Fair
Influence: Unknown (46% of Medea's Stiletto) vs (42%, Tivoryn's Conspiracy)
Population: 3256 known, 4% annual growth
Military strength:
48 rangers (Irregulars/archery/stealth/infiltration/trained)
200 levy shortbows (Regulars/trained)
300 levy swords (Regulars/trained)
Lower-class levy
Prosperity: 12 known
Mana: 8 known
Conjuration
Conjure Stone(0) [2.0]. Converts mana into perfect 1m3 cubes of stone. Created cube slowly expands into full size into a ritual circle directly in front of the caster. 10m^3 per mana.
Efficient Conjure Stone(0) [2.80]. 14^3 per mana.
Conjure Weapons(2) [1.00] Creates weapons based on caster's knowledge. Takes three hours to cast. May arm 1 human-sized person per 0.1 mana. Maximum of 5 weapons per cast.
Conjure Potable Water(1)
Divination
View Object(1) [2.00]. The caster may view (sight only) a location through an object. Monopolizes one divination slot. Meditation to view the object may be done from anywhere. Enchantment costs 1 mana. Viewing costs 0.1 mana, and allows viewing for the next 24 hours.
Enhanced Hearing(1). Probably functions as View Object, but with sound.
Conjure Divining Stone(2Conj/0Div) Works as Conjure Stone, with View Object and Enhanced Hearing cast on it. Spell is broken if large stone block does not remain relatively whole. Casting costs 3 mana. Viewing costs 0.2 and allows 15 minutes of immediate continuous observation. 3 divining slots.
Elementalism
Cloak of Shadows(1)
Mind
Muddle Senses(1) [2.00] Slightly blurs vision and dampens hearing. Requires continued line of sight with target while casting. 20 feet range with 30 optimal. Lasts two minutes. Costs 0.2 mana.
Stealthy Muddle Senses(1) [2.57] As above, but the target has a harder time noticing that their senses have been impaired.
Mind Blow(1) [2]. An illusory headache incapacitates the weak, and causes distracting pain to others. Requires a few seconds of eye contact on a target no more than 30 feet away. Optimal range is 20 feet. 0.1 mana per cast.
Lesser Zirae's Mind Blow(1) [3.00]. An illusory headache incapacitates the weak, and causes distracting pain to others. Requires line of sight; 30ft max range with 20ft optimal. Costs 0.1 mana.
Zirae's Mind Blow(1) [3.78]. An illusory headache incapacitates the weak, and causes distracting pain to others. Requires line of sight; target's face must be distinguishable to the naked eye. 0.1 mana per cast.
Tame Animal(1) [2.00] Forces an unintelligent animal to see the caster as alpha. Aggressive animals may test if the caster is still alpha. Expires after random period without contact. Costs 0.3 mana.
Animal Dreamwalk(2)
Soul
Incorporeal Manifestation(1) [2] An hour-long ritual summons the spirit of a sentient if roughly a third of its body is available. The body must be preserved. It's possible to call random spirits with a modeate success rate. The spirit knows what it did in life. The spirit is not compelled to cooperate with the caster, rapidly fades if it leaves the ritual circle, and cannot interact with reality save for whispering and entering dreams. Spirit may remain as long as they wish, if sufficient mana is in the circle. 0.5 mana to cast, 0.1 mana per week upkeep.
--------------------
Race: Nomad (+economic stimulation)
Magical Schools:
Conjuration [0.21]
Metamagic [0.05]
Mind Magic [0.29]
Soul Magic [2.82]
Space/Time [0.07]
Other magic skills:
Soul Sense [0.70] (Fairly close proximity, disembodied only, moderately difficult)
Mundane Skills:
Knife fighting [1.00]
Spells:
Conjure Stone [2.0]
Mind Blow [1.0] {3}
Partially Corporeal Manifestation [2.14]
--------------------
Race: Dark Elf (+subterfuge)
Magical Skills:
Conjuration [0.14]
Metamagic [0.05]
Mind [2.14]
Space/Time [0.07]
Mundane Skills:
Animal lore [1.00]
Knowledge: Bows&Arrows [2.06]
Spells:
Conjure Weapons {1}
Conjure Stone [2.0]
Mind Blow [2.0] {3}
Tame Animal [2.03]
Animal Dreamwalk [0.93]
--------------------
Race: Dark Elf (+subterfuge)
Magical Skills:
Conjuration [0.15]
Metamagic [0.13]
Mind [1.62]
Space/Time [0.09]
Mundane Skills:
Knife fighting [2.11]
Stealth [2.02]
Spells:
Conjure Stone [2.0]
Muddle Senses [2.57]
Mind Blow [1.0] {3}
--------------------
Race: Human (+social)
Magical Schools:
Conjuration [1.00]
Divination [2.38]
Metamagic [0.13]
Mind Magic [0.31]
Magical Skills:
Divination Focus [0.85] (2 slots)
Mundane Skills:
Social [1.00]
Spells:
Conjure Stone [2.00]
Conjure Divining Stone [1.02]
Conjure Weapons {1}
Mind Blow [1.0] {3}
View Object [2.07]
Maintained spells:
Rock by hidden entrance: 1 divining slot
--------------------
Race: Lizardwoman (++amphibious infiltrations)
Magical Skills:
Conjuration [1.15]
Space/Time [0.06]
Divination [0.15]
Mind Magic [0.59]
Metamagic [0.05]
Mundane Skills:
Knowledge: General <Medieval> Weaponry [2.35]
Perception [2.01]
Spells:
Conjure Weapons {1}
Conjure Potable Water [0.99]
Efficient Conjure Stone [2.80]
Enhanced Hearing [0.31]
Mind Blow [1.0] {3}
Race: Lizardman (++amphibious infiltrations)
No magical training
Mundane Skills:
Archery [2.05]
Infiltration [1.07]
Scouting [1.22]
Stealth [2.06]
Unarmed [1.02]
-------------------- [3/5] +50% research remains.
Race: Halfling (+Economic stimulation)
Magical Skills:
Conjuration [0.06]
Elementalism [0.68]
Mundane Skills:
Knife Fighting [1.08]
Stealth [2.00]
Spells:
Cloak of Shadows [1.36]
Conjure Stone [2.00]
Mind Blow [1.0] {3}