@Shadowcaw: Arrieta will come of age at tthe end of year ten, everyone else will come of age at the end of year eleven, as they will be conceived one year after she was.
Anyway, turns. I've modified people's actions slightly to reflect the above.
Nirir TorirYear 1: Conceive Child. Start Research on Seal Scanner (4)
Year 2: Have Child. Immediately abandon to Hera.
Year 2-4: Finish researching Seal Scanner
Year 5: Cast Seal Scanner and record results.
Year 6: Research Magic Dart (1)
Years 7-11: Re-accept child, Along with Harinus Jr.
Year 12-13: Research Anti-Magic Dart Volley (2)
Year 12: Learn Healing Touch from Hera.
Year 13: Practice Healing Touch around the nearest town, alongside bodyguards. Get mental level 2.
TaricusPut bonus experience into mental
Years 1-11: Practice Magic
Years 12-13: Martial Training
ShadowclawYear 1: Take care of Arrieta
Year 2-5: Take care of Arrieta and Lucio Jr.
Year 6-11: Research Lightning Storm (6)
Year 12-13: Research Evoke Rock Shard (2)
Year 13: Conceive again with the same Significant Other, Call child Leotherm II/Aya (depending on gender)
Year 11:
Year 12: Learn healing touch from Hera
year 13:
S34N1CYear 1: Conceive child, Start research on Spirit Wall (4)
Year 2: Have child. Hand off to Leotherm Hatio
Year 2-4: Finish Researching Selective Spirit Wall (4) and give a ring to each archmage and the king
Year 5: Continue Research of Long Lasting Wall (3/4)
Year 6-10: Care for mine and Leotherm's children
Year 11: Take care of Lucio Jr.
Year 12-13:
Dustan HacheYear 1-3: Magic Practice
Year 4-8: Physical practice
Year 9-13:
RobosonYear 1-5: Research Greater Laser Beam (5)
Year 6-8: Research Lesser Fireball (3)
Year 9-13: Practice Mental
Nuke9.13Put bonus experience into Mental.
Year 1: Conceive child (by NPC husband), start Research on Elixir of Life, Primitive (5)
Years 2-6: Raise own child and that of Raelius. Then hand both off to Raelius to take care of for the next five years.
Years 7-10: Finish Researching Elixir of Life, Primitive.
Year 11: Train Might with my soldiers
Year 12: Teach up to four people, of which one is my child, Healing Touch. (Since it only takes half a year to teach)
Years 13: Me: Train might with my soldiers
Year 12: Learn Healing Touch
Year 13: Practice Magic (Mental 1 -> 2)
A lot of people have been trying to teach their children spells that are too high tier for them to learn. They will need to learn a tier 1 spell, and practice for a bit before they can learn higher tier ones. Some people have also forgotten to assign their xp reward from the crisis. That or I missed it when going through the posts. Finally, a few people have blank years, due to one reason or another. I'd recommend filling them.
Anti-Magic Dart Volley (2) - [Counter][Ranged][Short Cast] A burst of three
Magic Darts, the key difference being that it disrupts enchantments and magical energy on a hit, rather than causing physical trauma.
Elixir of Life, Primitive (5) - [Expense][Life][Potion] Regular intake of this potion returns natural vigour and youth to an individual, effectively making them ten years younger, if they were to stop drinking the potion, their true age would catch up with them. The reagents required for this are all expensive, rare & obscure. Maintaining a supply for one person will cost two wealth.
Evoke Rock Shard (2) - [Earth][Ranged][Short Cast] Summons a small piece of sharp rock, approximately the size of a man's fist and forcefully projects it away from the caster.
Fire Ball, Lesser (3) - [Fire][Ranged][Short Cast] Creates a small ball of fire, appromiamtely the size of a man's fist and forcefully projects it away from the caster. On impact, the fireball will explode, dealing damage to a small area.
Laser Beam, Greater (5) - [Fire][Ranged][Short Cast] Similar in most respects to
Laser Beam, but with general improved range, damage and duration.
Lightning Storm (6) - [Area][Ritual Cast][Weather] Artificial air currents draws waterladen clouds together. The pressure causes rain to form, and the swirling winds and clouds generates lightning over a mile area. This can be "targeted" to an extent. The less water there is in the sky, the longer the storm will take to form.
Magic Dart (1) - [Physical][Ranged][Short Cast] Creates a solid piece of magic and launches it away from the caster. Has the approximate range and effectiveness as an arrow.
Seal Scanner (4) - [Artifact][Clairvoyance][Expense][Ritual Cast] This spell observes the flows, threads, bindings and such like that make up the myriad enchantments of the Seal. These observations are then recorded and stored within precious stones. The recordings can be played back at a later date, however the heightened senses granted by an artifact is required in order to have any hope of perceiving the information correctly. A year's worth of recording will cost three wealth in precious stones.
Spirit Wall, Selective (4) - [Barrier][Long Cast][Spirit] Identical in most respects to
Spirit Wall, however instead of blocking everything, this spell allows those bearing a specially enchanted signet ring to pass through. Only someone who knows this spell can produce these rings.