I really like the hail tower... And assassin catgirls... I will claim that I saved my vote this turn to get two next time...
Dispelling our lances is mighty powerful nonsense, must bring ruination to evil of moskurg! Well, what is allowing them to do that? Is it somehow naturally killing the crystals or is it directed magic? The crystals seem really sturdy. And therwe was no evidenc of natural phenomena... So it must be magic, right? We have antimagic, right?
Okay, we shelve the normal crystals, they just became too vulnerable, very sad but all this does is make crystals more expensive. But in exchange for being expensive they last longer, we already had that but didn't invest much in it...
Crystal conversion:
We reorganise all our crystal summoning to our existing gem-sustained crystals and revise the gems to maintain both the crystal-construct and a small anti-magic field that is channeled over the crystal's presence, thus rendering the crystal-constructs immune to additional magical effects being introduced nto their presence. Given that the existing gem-sustained crystal-construct magic can already be sustained permenantly if it is checked on by a wizard regularly, and that just involves strengthening the existing spell and not introducing any more, it shouldn't pose a problem for the weapons themselves. Essentially, this would render our crystal-constructs completely immune to all magical effects other than those present at the time of their being summoned. Well, that or something so massive that it could overwhelm the capacity of the antimagic.
It may seem small to just resist the current effect, and at the cost of switching exclusively to the more expensive gem-based crystals, but if we could then go on to produce a crystal shield of some sort, maybe an upside-down cart formed of crystal, with wheels and arrow-slits and a man-sized fireball wand housed in some sort of rotating dome on top of it... If the thing were impervious to magical attacks, and formed from steel-strong crystals five-centimetres thick, well... Granted, getting the things to move would be difficult, maybe we would need to develop pulse-jets first, but that should be easy...
And then again there is the issue of caltrops. Perhaps we could revise them to form around gem fragments? Or somehow extend the spell from a remote location?
Antimagic arrows:
Incorporate antimagic charms into an alternate form that only lasts a few minutes before crumbling to dust but is more powerful/numerous. These can be fired amongst enemy wizards immediately-prior to contact with the enemy to briefly disrupt their spellcasting.
Advanced Tower of Forever Frost: Fighting Form
Use temporary magic-crystal structures to create guide-structures for ice-crystals to form. Use this to construct a grand ice-structure at the base of the Forever Frost Tower. This structure will basically be four wheels on fat stilts that will be drawn under the tower as it moves forward, pushing it up on top of them in the process. The ice-axles will be attached to massive ice-weights that will force the wheels to rotate, pushing the tower forward into the middle of the battle0field. Where does the ice come from? The tower will turn its cold all the way up and turn its focus all the way in, resulting in extreme cold immediately outside the tower, building an impenetrable wall of thick ice all around it and along any near surfaces, such as thin crystal formations... We just need a team of stout shires to push it forards initially to get it onto its own wheels. The effect is to have the tower charge into enemy lines and then emit a wave of frost that renders a section of the battlefield of our choosing uninhabitable. We can then move in at great expense in the form of sacrificial fire-wasps and wasted firballs, along with our natural hardiness, to secure the region before the tower can revert to normal operation or choose a new target for englaciation. Obviously the interior of the tower would be outside of its own effect, and heavily insulated, with fireplaces and hot cocoa and little jars of firewasps...
Okay, that is a bit ambitious, for now it would just be "Frost tower makes only its immediate area lethally cold if it comes under direct attack." which would be a defensive bonus, which doesn't seem like what we need right now.
Advanced Forever Frost: Hail Mode
It concentrates its magic to extend its range, effectively shooting a beam into clouds to turn them from rainclouds into hailclouds.
Again, possibly steering a bit close to new magic for a revision.
Longboats:
Not sea-worthy alone, but they can be towed alongside a longship and deployed for battle. With no need for supplies and further reduced weight by thinning the wood and cladding it in metal to maintain the surdiness as much as possible. These smaller versions of the longships are capable enough to operate in the calmer seas of most battles and bear the agility to harass enemy forces ass they withdraw. They wouldn't match well against a broadside with most of their armament pushed to the front to make space for oars, but if the enemy turns to engage them, then the longships can catch up and show them why broadsides are better with longbows and fireballs. This may also reduce losses as broken ships can be evacuated.
0 = Cheaper Broadswords:
1 = Betty Bradsword: RAM
0 = Bigger Fireballs:
0 = Crystal Conversion:
0 = Antimagic Arrows:
0 = Advanced Tower of Forever Frost: Fighting Form:
0 = Advanced Forever Frost: Hail Mode:
0 = Longboats: