((The important parts, the player studies, are here. I'll do the rest another day.))
Ardrek starts inventing a hat to protect the user from mental intrusion. He doesn't expect it to be very useful on its own, given his own limited skill, but it should serve as one more layer of defense for someone who can already protect their own minds. At best on the unskilled, it would alert them and the attack would take slightly longer.
Daniel begins working on a spell that will let him detect the general direction and distance of persistent magical effects, large mana stores, or spells being cast, if he gets lucky on timing. ((If you want a passive skill, get this spell and/or train metamagic above nothing first. It won't be completely reduntant, as you'd have a standard passive mode and the spell for cheap active pings.))
Sirra makes good progress on the conjure weapons spell. Lady Zirrae has not had much spare time lately, does not offer to explain the conjure weapons spell in detail, and Sirra does not ask. ((I'll assume the agent kept training last turn, but please keep reminding me about him training.))
Albrecht studies soul magic, nicely expanding his knowledge about self-aware globs of spiritual energy. They continually yet lightly shed energy when summoned/not residing in a body. They seem to remain stable wherever it is they normally reside, neither gaining nor losing energy. They likely cease to exist entirely when they lose enough energy, but it's possible they just return to their natural plane to lie dormant and lose the connections that let him summon them.
Thranduil begins studying soul magic, making decent progress. ((Oh no. Nono. No adding new schools to a spell mid-level. Nope nope nope. I don't wanna go there, that path is of one of ugly math and madness.))
Jamgeon gets a working plant idea spell, and increases his mind magic skill in the process.
Lady Zirae spends the season trying to keep on top of the Tivoyn's plans, slightly distracted from her enchantment studies. Their supporter in the Tri-Fold Domain has decided to cut his own losses and cease contact. Eventually, the desperate remnants of the Conspiracy mass their forces to strike, in one final attempt to remove her from power.
They fail, but the casualties were staggering, especially with no medical spells. A full third of the city's serfs lie dead, or are too wounded to remain effective workers. Now
her serfs. As the causality reports are given, the apprentices witness her completely lose her composure for the first time. In a berserk fury, she uses paralytic shock on the messenger, then burns through her personal mana reserves shocking her apprentices (Minus Albrecht, who was the furthest away, and escaped with sharp yelling and demands to work on regenerative techniques faster by virtue of her running out of mana.)
I first rolled to see how collected she was. She failed that roll. I then rolled the following for anger with digital D10s: 5, 8, 9, 8, 9, 9, to determine how she subjectively felt towards each apprentice for the loss.
She demands the apprentices deal with planning the acquisition of the Tri-Fold Domain's population (Once roughly even with that of Medea's Stiletto), while she stalks off to get the rangers searching for any other settlements hidden in the province.
Tivoryn's Conspiracy: destroyed!
Success rating: Bad.Tri-Fold Domain, lesser faction in Exiled Wastes
Low intel. Autocracy in another city. No magical capabilities.
Exiled Wastes
Intel: Lower-middle
Morale: Poor
Influence: Unknown (100% of Medea's Stiletto) (1% of Tri-Fold Domain)
Population: 2144 Medea's Stiletto, 3394 Tri-Fold Domain 4% annual growth
Military strength:
21 rangers (Irregulars/archery/stealth/infiltration/trained)
106 levy short bows (Regulars/trained)
96 levy swords (Regulars/trained)
Lower-class levy
Prosperity: 7, Medea's Stiletto
Mana: 5, Medea's Stiletto
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.
Enchantment
FOIL Hat(1Ench/1Mind)
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) [2.00] The target will think a raw idea, and likely convert it into their own words if not distracted. They will have a slight urge to follow the idea if applicable. New knowledge will be discarded as random mental noise. Requires eye contact on the target while transferring the idea. Requires the caster to focus on the idea while casting. Costs 0.1 mana.
Metamagic
Ping Magic(1)
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 [4.01]
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]
Soul Magic [0.88]
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 [3.03]
Space/Time [0.12]
Mundane Skills:
Knife fighting [2.11]
Stealth [2.02]
Spells:
Conjure Stone [2.0]
Implant Idea [2.41]
Muddle Senses [3.67]
Mind Blow [2.80] {3.0}
--------------------
Race: Human (+social)
Magical Schools:
Conjuration [1.44]
Divination [3.13]
Enchantment [0.41]
Metamagic [0.29]
Mind Magic [0.96]
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}
FOIL Hat [0.79]
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 [2.42]
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 [1.51]
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 [2.48]
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 [0.37]
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]
Ping Magic [0.54]
Paralytic Shock [2.88] --Needs focus--