((Extra research from [5.00] spells will spill off into upgrading it to the next level.))
Lady Zirae studies metamagic. During one dinner conversation, she mentions finding it helpful for figuring out how to design spells to do what she wants.
Danienl researches a spell to temporarily give the caster night vision. It currently only lasts a few minutes (with a long cast) and has the slight side effect of causing crippling pain if he looks at even a moderately bright light, but he expects to work these minor details out soon enough, especially with his new-found insight into Elementalism.
((Mesor, I'm treating things below cat/dog-level intelligence as being utterly incapable of gathering and retaining useful knowledge. You may as well ask the average English-only American four-year-old who'd been on a vacation to China last week about a conversation near him in a restaurant. Even intelligent creatures won't be much use for spying on conversations, [but you might be able to get a dog to remember that these three fighters were angry at a weak guy, who then gave them a leather bag]. You'll need a different spell cast first, to record what you want.
As-is, if you used your spell on a stray dog from a city, you could get a great map of the place, and probably incomplete guard patrol routes.))
Thranduil improves on his tame animal spell until he feels it will force any of the local wildlife to imprint on him.
Albrecht improves his incorporeal manifestation spell. He should soon be capable of making a spirit fully corporeal soon, but doing so carries a high mana cost. It may be possible to further modifier the spell so that the spirits may maintain themselves by draining their needed energy from their environs and nearby people. ((You don't need to get pocket money from the serfs. You have a despotic noble/would-be queen with a vested interest in you for a patron. The other nobles are aligned against her. There is no middle class to speak of. Finally, I don't feel like tracking anybody's personal wealth. Just requisition or commandeer things, as is your
right.))
Ardrek decides to combine a universal translation spell with a spell to read off the results out-loud. Puzzling out how has increase his knowledge of Divination.
((Oi, this isn't D&D. Divination shouldn't be forced to do something boring like translating. Poor Divination.))
Sirra continues to feed her ambition to summon absurd amounts of rock.
Jamgeon improves his stealthy muddle senses spell.
Surprisingly, no peasants kill each other this season.
During the season, the group of rangers returns to the Tri-Fold Domain to look into gaining the support of the Dark Elven supremacy group. They ((Finally, a non-neutral roll for the war)) manage to enter the city without being detected, find the group, and convince a group of three spokesmen to return to Medea's Stiletto with them, to view a demonstration of magic. They're fairly impressed, despite the relative lack of "flashy" magic, especially of Albrecht's work on spirits. They happily agree to spy on Lady Zirae's behalf, and Ardrek enchants one of their figurines so they may give regular reports, twice a month.
As far as they can figure out, one of the autocrats is working alone to support Lady Zirae's enemies.
They manage to return without being detected. ((Tri-Fold Domain security is apparently terrible. Arrogance, maybe?))
Lady Zirae decides that the next group coming to give support will be ambushed, if her new allies manage to get enough information to do so. Are there any volunteers to aid in the battle? ((Mostly for flavor. There's a chance of gaining or losing favor if you go, depending on whether or not the RNG thinks you fight competently and non-linearly inversely proportional to how much you already have. Sirra, having the most favor, would find it easier to disappoint Lady Zirae, and harder to further impress her. No, you don't get to know how much you have.))
Tivoryn's Conspiracy, lesser faction in Exiled Wastes
Low-mid intel. Small coalition of dark elven nobles. No magical capabilities.
Tri-Fold Domain, lesser faction in Exiled Wastes
Minimal intel. Autocracy in another city. No magical capabilities.
Provides limited support to Tivoryn's Conspiracy.
Exiled Wastes Contested
Intel: Lower-middle
Morale: Fair
Influence: Unknown (46% of Medea's Stiletto) vs (42%, Tivoryn's Conspiracy)
Population: 3224 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 1m^3 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 Ritual(0) [4]. 45^3 per mana. One hour cast time. Limit of 45m^3 per cast.
More efficient Conjure Stone Ritual(0) [5]. 52^3 per mana. One hour cast time. Limit of 52m^3 per cast.
-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. Initializing 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(2Div/0Conj) [2]. Works as Conjure Stone, with View Object and Enhanced Hearing cast on it. Spell remains on largest chunk, and requires at least a quarter of the original block. Casting costs 2.1 mana. Initializing viewing costs 0.2 and allows viewing for the next 24 hours. 2 divining slots.
Conjure Sound-Recording Divining Stone [3]. The stone gains the ability to record and store two days of sound. The caster may quickly shift through unchanging parts, but must listen through vocalizations in real time to determine whether there's anything there. Recording does not pause until storage medium is full. Casting costs 2.5 mana. Initializing viewing costs 0.25 and allows viewing for the next 24 hours. 2 divining slots.
-Conjure Story(3Div/1Conj)
Elementalism
-Cloak of Shadows(1)
-Night Vision(2)
-Paralytic Shock(1) [2.00]. Electricity flows through the target, causing moderate pain, muscles spasms, and a high chance to knock an untrained target unconscious. Requires the caster to touch the target with a finger. Casting costs 0.1 mana.
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) [3] As above, but the target tends to not notice their reduced senses.
-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]. 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.
-Powerful Tame Animal [3.00] As above, but more likely to succeed against a greater variety of animals.
-Animal Dreamwalk(2) [2.00] Enter a sleeping animal's dreams and attempt to guide them to review memories and knowledge. Target must be roughly as intelligent as a dog or a cat. Human-like targets will be aware of the caster and will likely be forced awake by the intrusion. Costs 0.1 mana to cast.
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 moderate 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.
Partially Corporeal Manifestation(1) [4] - The spirit may become opaquely visible at will. The spirit may exert force akin to the average four-year-old human child, but must rest quite frequently while doing so. Upkeep may increase up to 0.5 mana per week if it is working at maximum capacity.
--------------------
Race: Nomad (+economic stimulation)
Magical Schools:
Conjuration [0.21]
Metamagic [0.23]
Mind Magic [0.37]
Soul Magic [3.33]
Space/Time [0.11]
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 [4.56] --Needs focus--
--------------------
Race: Dark Elf (+subterfuge)
Magical Skills:
Conjuration [0.14]
Metamagic [0.10]
Mind [2.98]
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] {3.0}
Tame Animal [1.42]
Animal Dreamwalk [2.50] --Needs focus--
--------------------
Race: Dark Elf (+subterfuge)
Magical Skills:
Conjuration [0.15]
Metamagic [0.13]
Mind [2.44]
Space/Time [0.12]
Mundane Skills:
Knife fighting [2.11]
Stealth [2.02]
Spells:
Conjure Stone [2.0]
Muddle Senses [3.67]
Mind Blow [2.80] {3.0}
--------------------
Race: Human (+social)
Magical Schools:
Conjuration [1.35]
Divination [3.00]
Metamagic [0.29]
Mind Magic [0.38]
Space/Time [0.03]
Magical Skills:
Divination Focus [0.85] (2 slots)
Mundane Skills:
Social [1.00]
Spells:
Conjure Stone [2.00]
Conjure Divining Stone [3.00]
Conjure Story [0.66]
Conjure Weapons {1}
Mind Blow [1.0] {3}
View Object [2.07]
Maintained spells:
Figurine carried by subversive group in Tri-Fold Domain: 1 divining slot
--------------------
Race: Lizardwoman (++amphibious infiltrations)
Magical Skills:
Conjuration [1.76]
Space/Time [0.06]
Divination [0.15]
Mind Magic [0.59]
Metamagic [0.26]
Mundane Skills:
Knowledge: General <Medieval> Weaponry [2.35]
Perception [2.01]
Spells:
Conjure Weapons {1}
Conjure Potable Water [0.99]
Efficient Conjure Stone [4.83]
Enhanced Hearing [0.31]
Mind Blow [1.0] {3}
Race: Lizardman (++amphibious infiltrations)
No magical training
Mundane Skills:
Archery [2.28]
Infiltration [1.07]
Scouting [1.22]
Stealth [2.06]
Unarmed [1.02]
--------------------
Race: Halfling (+Economic stimulation)
Magical Skills:
Conjuration [0.06]
Elementalism [2.26]
Metamagic [0.07]
Mind Magic [0.10]
Space/Time [0.04]
Mundane Skills:
Knife Fighting [1.08]
Stealth [2.00]
Spells:
Cloak of Shadows [1.36]
Conjure Stone [2.00]
Mind Blow [1.0] {3}
Night Vision [1.37]
Paralytic Shock [2.88] --Needs focus--