((I'll occasionally give new skills out on certain milestones, as I think of them. Feel free to create your own. Examples include, but are not limited to, more powerful fire magic or generating/storing more mana yourself. You might be able to get a permanent spell-like ability if you know the spell and can naturally deal with the mana upkeep. Of course it would probably be easier to just increase the spell duration.
Certain school knowledge will make governed skills easier to learn.
Also, I mentioned earlier that Lady Zirae knows every spell researched by an underling player. She does, but this doesn't necessarily mean she has the school knowledge needed cast them. She doesn't really cheat, and follows the same magic rules the players do (She has an increased research speed due to all her apprentices. If anyone hadn't figured it out yet, that's why you keep gaining odd knowledge of various schools).
Spells that require multiple people to cast take more mana and are difficult to use during combat.))
Lady Zirae studies the Enchantment school. She intends to create cloaks of concealment, and is interested in hearing input about other minor magic items that would be useful.
Albrecht continues his studies of Soul Magic.
Sirra's finds that improving her Conjure Stone spell has become unwieldy, so she begins redesigning it.
Conjuration level 2. New Conjuration skill discovered: Vivid Imagination - Character has unusually clear mental images, making complex conjuration spells faster to cast and less susceptible to errors.
Daniel begins work on an area destruction fire spell.
((I did NOT expect multiperson three school spells yet. Or ever.)))
Lady Zirae doesn't really care about Ardrek using a slave test subject, and assigns Thranduil to help with his research. They make decent progress together, but combining powerful effects from two schools and a simpler effect from a third is rather complicated and time-consuming. It should be able to vocalize wordthoughts of a subject if they're restrained to one place, but costs 0.6 mana for an hour over one victim, and can't link to a recording stone yet. Not even Lady Zirae can cast it alone.
Spell requirements not fully met: Unable to record spell output to recording stone while not seeing through it, which currently requires focused meditation.
New skill discovered: Multifocus. Allows character to focus on multiple sides of a conversation while translating, comprehend multiple TVs at once, perform other tasks while watching a divined object, or watching multiple divined objects. Does not affect research speed.
Jamgeon works on a spell to mentally influence people.
The new spies manage to determine which pass an apparently important group of enemies will take towards the end of the season, on their way to Medea's Stiletto.
The planned ambush goes splendidly. Daniel and Jamgeon both hide while using Mind Blow to good effect on the commander, while the accompanying rangers and archers pepper the targets with arrows. Nobody escapes. three prisoners are captured, alongside the heiress and only daughter of one of the Conspirator nobles. Lady Zirae is ecstatic with her prize; one of the Conspirators is forced away from the rest (Lady Zirae doesn't trust her to value the heiress' life enough for anything other than neutrality), and they'll have to rethink their plots.
They'd been planning to undermine deep beneath Lady Zirae's palace, slowly so as to minimize suspicion, then use explosives from the southern lands to cause a cave-in, and then move in with help from the Tri-Fold Domain. A heavily guarded Sirra happily nullifies their mining efforts thus far.
The Tivoryns seem to have been cowed and are in chaos. No further skirmishes occurred.
Tivoryn's Conspiracy, lesser faction in Exiled Wastes
Medium intel. Small coalition of dark elven nobles. No magical capabilities.
Tri-Fold Domain, lesser faction in Exiled Wastes
Low 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 (35%, Tivoryn's Conspiracy)
Population: 3262 known, 4% annual growth
Military strength:
40 rangers (Irregulars/archery/stealth/infiltration/trained)
200 levy short bows (Regulars/trained)
300 levy swords (Regulars/trained)
Lower-class levy
Prosperity: 11 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]. 54^3 per mana. One hour cast time. Limit of 54m^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)
-Conjure Divined Telepathy(3Div/3Mind/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.
-Implant Idea(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 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]
Enchantment [0.03]
Metamagic [0.23]
Mind Magic [0.37]
Soul Magic [3.63]
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}
Nearly Corporeal Manifestation [4.56]
--------------------
Race: Dark Elf (+subterfuge)
Magical Skills:
Conjuration [0.26]
Divination [0.27]
Enchantment [0.09]
Metamagic [0.10]
Mind [3.14]
Space/Time [0.07]
Mundane Skills:
Animal lore [1.00]
Knowledge: Bows&Arrows [2.06]
Conjure Divining Telepathy [1.22]
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]
Enchantment [0.11]
Metamagic [0.13]
Mind [2.71]
Space/Time [0.12]
Mundane Skills:
Knife fighting [2.11]
Stealth [2.02]
Spells:
Conjure Stone [2.0]
Implant Idea [1.08]
Muddle Senses [3.67]
Mind Blow [2.80] {3.0}
--------------------
Race: Human (+social)
Magical Schools:
Conjuration [1.44]
Divination [3.13]
Enchantment [0.08]
Metamagic [0.29]
Mind Magic [0.70]
Space/Time [0.03]
Magical Skills:
Divination Focuses [0.85] (2 slots)
Multifocus [0.05] (1 slot): Allows character to actively observe divined objects while performing complex, distracting tasks.
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]
Conjure Divining Telepathy [1.22]
Maintained spells:
Figurine carried by subversive group in Tri-Fold Domain: 1 divining slot
--------------------
Race: Lizardwoman (++amphibious infiltrations)
Magical Schools:
Conjuration [2.10]
Enchantment [0.08]
Space/Time [0.06]
Divination [0.15]
Mind Magic [0.59]
Metamagic [0.26]
Magical Skills:
Vivid Imagination [0.05] Character has usually clear mental images, making complex conjuration spells faster to cast and less susceptible to errors.
Mundane Skills:
Knowledge: General <Medieval> Weaponry [2.35]
Perception [2.01]
Spells:
Conjure Weapons {1}
Conjure Potable Water [0.99]
Efficient Conjure Stone [5]
Conjure Stone II(1) [1.26]
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 [2.54]
Enchantment [0.09]
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]
Fireball [0.94]
Mind Blow [1.0] {3}
Night Vision [1.37]
Paralytic Shock [2.88] --Needs focus--