Design: Flying Carpets [3+2-2, 3+1-1, 3+1-1]
Ancient tales talk about secret vaults of treasures, guarded by demons and djinn that protected all manner of magical and mystical mayhem that lay within. One of these artifacts was a carpet, enchanted with the power of flight. Though we've never seen such a thing and the tales are obviously nothing more than fantasy, we decide that it's not a terrible idea. After all, who wouldn't enjoy flying through the air on a magic carpet ride? It opens up a whole new world, a new fantastic point of view of the battlefield.
The carpets are woven together and embroidered with the tales, hymns, and verses from our Holy Book that mention even the slightest hint towards birds, flight, and clouds. We also stitch in a few prayers for good measure, and then enchant the whole thing with a specially-crafted spell that borrows heavily from Cyclone Shield and Gust of Wind. This lets us generate lift, pushing the carpet off the ground when the enchantment is active. The most difficult aspect is control; the only way to make the carpet lift off and settle back down is from the magical influence of a wizard. It can reach quite impressive heights, allowing the mage to survey the battlefield from the clouds.
At the moment, that is all it can do. The carpet will drift if the wind blows, but it has no locomotion of its own. The mage can attempt to drift the carpet one way or another but there's no self-propulsion to allow them to zip around over the battlefield. The carpet is also rather difficult to sit on, as the edges ten to curl up and the entire thing can shift one way or another with little warning. In many cases, it flips altogether and the mage plummets to the ground.
It does allow us to survey the battlefield and relay information back to the ground by using several carpets and teletalk wands, but since the height is from our own lines only those with the keenest of eyes can do a decent job surveying. The enchantment is still not permanent and requires periodic maintenance. It also burns out faster as it flies, meaning the mage can't stay airborn for too long without risking a long fall back down. Still, it increases our battlefield awareness, which is an immensely helpful thing.
Because this was an ambitious project, we receive penalties to our effectiveness, cost, and bug likelihoods. The fact that we have experience with enchantments helps offset this, as does the holy words woven into its fibers. Being primarily based in wind-magic also helps. Very Expensive.