At the end of the season, Lady Zirae's rangers find evidence of an unusual amount of traffic leading to a previously unknown entrance to Medea's Stiletto. She has Ardrek enchant a rock near to be placed near the area, and intends to have him spend time watching that rather than helping with her research. ((+rep for usefulness))
Lady Zirae's research goes well, and her Conjure Weapons spell is already significantly beyond any of your capabilities. She mentions a plan to merge the spell with her knowledge of mind magic to bypass this.
Thranduil completely taps the local knowledge of bows and arrows as it pertains to the conjuration. He then begins work on a spell to induce, share, and lead a lucid dream with a nearby non-aggressive animal, which will allow him to explore its knolwedge. His request for an agent of his own is denied.
Albrecht uses his newly gained knowledge of soul magic to good effect while studying Incorporeal Manifestation. ((Remember you can customize spells once they reach [2.0], to make them more useful.))
Sirra finishes learning what she can about weaponry in general, then picks the best looking of Zirrae's three lizardman rangers, named <No, I'm not thinking up darkelven lizardman names. Do that yourself.>
Jamgeon joins the ranger stealth training again, improving his skills. As there is once again a shortage of mana, he only tries Muddle Senses once, but it works fairly well.
Ardrek writes a letter to a middling-power Tivoryn noble about wanting to be a spy. The delivery slave returns with the message that, should his information prove useful, he will be greatly rewarded after Zirae is slain. His divination focus practice proceeds well.
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 (47% of Medea's Stiletto) vs (33%, Tivoryn's Conspiracy)
Population: 3192 known, 4% annual growth
Military strength:
48 rangers (Irregulars/archery/stealth/infiltration)
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.
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)
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) [1.85] An hour-long ritual summons the spirit of a sentient if roughly half of its body is available. Must be performed before the body decays, works with frozen bodies. It's possible to call random spirits with a low 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 last until the caster leaves the ritual circle or loses concentration. Costs 0.6 mana.
--------------------
Race: Nomad (+economic stimulation)
Magical Schools:
Conjuration [0.15]
Metamagic [0.05]
Mind Magic [0.25]
Soul Magic [2.73]
Space/Time [0.07]
Other magic skills:
Soul Sense [0.05] (Very close proximity, disembodied only, very difficult)
Mundane Skills:
Knife fighting [1.00]
Spells:
Conjure Stone [2.0]
Mind Blow [1.0] {3}
Incorporeal Manifestation [1.85]
--------------------
Race: Dark Elf (+subterfuge)
Magical Skills:
Conjuration [0.07]
Metamagic [0.05]
Mind [1.83]
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 [0.27]
--------------------
Race: Dark Elf (+subterfuge)
Magical Skills:
Conjuration [0.06]
Metamagic [0.13]
Mind [1.60]
Space/Time [0.09]
Mundane Skills:
Knife fighting [0.50]
Stealth [2.02]
Spells:
Conjure Stone [2.0]
Muddle Senses [2.57]
Mind Blow [1.0] {3}
--------------------
Race: Human (+social)
Magical Schools:
Conjuration [0.12]
Divination [2.18]
Metamagic [0.13]
Mind Magic [0.23]
Magical Skills:
Divination Focus [0.85] (2 slots)
Mundane Skills:
Social [1.00]
Spells:
Conjure Stone [2.00]
View Object [2.07]
Mind Blow [1.0] {3}
--------------------
Race: Lizardwoman (++amphibious infiltrations)
Magical Skills:
Conjuration [0.57]
Space/Time [0.06]
Divination [0.15]
Mind Magic [0.54]
Metamagic [0.05]
Mundane Skills:
Knowledge: General <Medieval> Weaponry [2.35]
Perception [2.01]
Spells:
Conjure Weapons {1}
Efficient Conjure Stone [2.80]
Enhanced Hearing [0.31]
Mind Blow [1.0] {3}
Race: Lizardman (++amphibious infiltrations)
No magical training
Mundane Skills:
Archery [2.00]
Infiltration [1.07]
Scouting [1.00]
Stealth [2.06]
Unarmed [1.02]