I modified the revision slightly to better reflect the relationship between the mages and the sailors.
Heh heh heh.
Order
You realise we roll Orders at a disadvantage, right? Do you want to consider the effects of rolling a one on either of those? (Forest fires killing our own troops, our own mages falling into enemy hands instead)
Plus, I really don't want to open the whole 'espionage' can of worms if we can avoid it. Their fireballs may be pretty overt, but our Teletalk wands they probably don't even know exist, and I'd like to keep it that way for as long as possible.
I can get behind developing
Improved Detect Thoughts: Using what we have learnt of Divination magic over the years, we can improve upon our mind-reading capabilities considerably. Utilising a clever trick of using enemy soldiers as 'thought-relays' (bonus points if it drives a handful insane), we extend the range considerably, and by creating cheap but specialised equipment for our diviners to use we make the formerly complex spell usable even by less skilled mages.
The combination of longer range and more casters (of a more expendable nature) allows us to easily retake ground in the information war- rendering their officer bonus worthless, and perhaps even giving us clues as to the uses and limitations of their magic.
So +1 to
Improved Detect Thoughts. Using a design, we should be able to make it both cheaper
and longer-ranged. Otherwise we may as well just use a revision.
Although, if we don't want to risk introducing bugs, we could just do two revisions this turn (which I recall Iituem saying was an option)(Our main revision we are obviously spending on fixing SoA)