Salvia nods, half-listening to the others, and begins to wander around the house and grounds, conducting her own investigation. She walks past Mya, informing her quietly that she intends to view the vault as well as the wall that the thief used to enter. She does not ask, mind you; she informs. Perhaps it looks suspicious to Hermann that the elven wizard wanders off without explanation, but her man-at-arms follows without a word when she departs.
Once out of the library, Salvia inspects the scenes of the crime--the vault, the wall with the hole in it, and the areas in between. She brings all of her investigative magics to bear when studying these areas. She also takes a stroll around the grounds and other areas of the house while she's at it, scribbling notes and peering at (and through!) things as she goes.
OOC:
OK! Below I list the various things she will do and relevant abilities she has as she proceeds.
[ +- ] Wizard Sight
(Magical): You can use an action, or a reaction when you see a creature or object, to gain the ability to see auras around any creature, object, or space under the effects of magic. You also see auras around angels, demons, faeries, fiends, spirits, and undead, as well as any creature created by magic, such as creations and summoned creatures. The aura thwarts the benefits of invisibility, if a creature has it, and prevents the creature from hiding from you. The effect lasts 1 hour but ends early if you become unconscious.
[ +- ] Omniscience
Castings: 1
Target: Me
Duration: 1 hour
Your eyes cloud until they turn completely white. You ignore the effects of obscurement, and any effect that would conceal, disguise, or render invisible any creature or object in your line of sight. You see auras around creatures and objects affected by magic, you recognize illusions you see and can ignore them. Your vision can also pierce solid objects. You can see through 1 yard of wood, 1 foot of stone, or 1 inch of metal as if the intervening object were not there. Until the spell ends, though, when you get a critical failure, you see something awful in your periphery and become weakened until you overcome the affliction with a successful Will roll.
[ +- ] Keen Hearing and Sight
The creature hears out to double the normal distances. The creature can see twice as far as other creatures in natural light and doubles the normal range of artificial light sources. Finally, the creature reduces the degree of obscurement by one step, to a minimum of no obscurement.