Lady Zirae studies ways to effectively directly use another's knowledge for casting a spell.
Lady Zirae is uninterested in learning Thranduil's knowledge of bows & arrows personally. Otherwise she would have spent her own time learning it. He makes only marginal progress on his Animal Dreamwalk spell.
Sirra's research into creating drinking water goes slowly.
Albrecht trains his ability to spot disembodied spirits. He thinks he will now notice one in arm's reach unless he's distracted, and could scan a small room in about ten seconds.
Jamgeon gets training in knife fighting, and makes good progress.
Ardrek can't think of a way to add a strong Divination base to the Conjure Stone spell. He creates a new spell instead, using some of the old spell and recreating the rest. The spell creates a stone cube (0.5m^3), which must remain relatively intact. The cube may be moved around after its creation. More work is needed to make it less obtrusive and the observation more useful.
A halfling, Daniel, finishes Zirae's training. While the other apprentices were still being taught, he managed to tail the rangers as they returned from slave raid to the human province south-east of the Exiled Wastes. They were amused, and took him to Zirae, who saw both some potential and the desire for revenge against his society.
His first spell, one to reduce the light immediately surrounding the target, is nearly usable.
Ardrek spends some time watching the hidden entrance through a rock. He doesn't manage to spot anyone other than a few Tivoryn rangers returning from patrols, but he does spot more tracks than he would expect.
Zirae will be using significant amounts of mana next season to create weapons, and there will be little available for research.
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 (34%, Tivoryn's Conspiracy)
Population: 3230 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.
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.
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 [0.29]
Soul Magic [2.73]
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}
Incorporeal Manifestation [1.85]
--------------------
Race: Dark Elf (+subterfuge)
Magical Skills:
Conjuration [0.07]
Metamagic [0.05]
Mind [2.07]
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 [0.67]
--------------------
Race: Dark Elf (+subterfuge)
Magical Skills:
Conjuration [0.06]
Metamagic [0.13]
Mind [1.62]
Space/Time [0.09]
Mundane Skills:
Knife fighting [1.53]
Stealth [2.02]
Spells:
Conjure Stone [2.0]
Muddle Senses [2.57]
Mind Blow [1.0] {3}
--------------------
Race: Human (+social)
Magical Schools:
Conjuration [0.25]
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]
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 [0.92]
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 [0.55]
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 [1.22]
Stealth [2.06]
Unarmed [1.02]
-------------------- [4/5] +50% research remains.
Race: Halfling (+Economic stimulation)
Magical Skills:
Elementalism [0.56]
Mundane Skills:
Stealth [2.00]
Spells:
Cloak of Shadows [0.90]
Conjure Stone [2.00]
Mind Blow [1.0] {3}