Still requires the deployment of a terribly powerful incendiary in confined spaces.
No thank you.EDIT to help the GM:
Shortwave Teletalk
It uses a heavily modified wand attached to a small metal box, which can be strapped to a mages back without appreciably affecting their performance on the battlefield. The wand acts as what our Researcher-Priests refer to as an "antenna", which can both attune to the users thoughts and communicate with another similarly-equipped mage several hundred miles away! The device can communicate with multiple mages at once (assuming they're in range) by using "channels", which can be adjusted by a small slider on the box. We've taken the liberty of setting up a couple relay-stations between the frontlines and the capitol, in order to better facilitate communications among leadership. Mages must still relay what they've heard on the teletalk verbally for non-magical individuals, but the ability to talk to individuals hundreds of miles away will be invaluable despite these delays.
Mind Sense
Conscious minds have unique "Markers", which can make them recognizable to the casual mind-reader. They are ultimately unique from individual to individual, but many have similarities; for example, infantrymen tend to have similar mental markers from training, different from farmers, or educators or commanders or wives or children. These distinctions are even different between Arstotzkan and Moskurger. By using mind reading, an apprentice can locate where another mind is relative to himself. Typically a mage can only find the angle of another mind in relation to himself, but if in communication with another mind reader (through teletalk wands) they can triangulate the target. A third mind reader even allows them to determine the elevation and location with greater precision, and easily differentiate between friend and foe.
Lightning Rifle
Initially, the Lightning Rifle was designed as a simple wooden handle with a trigger that connects the circuit on a modified Wand of Thunderbolts, allowing a discharge of electric potential. This proved disastrous, as a mundane user has no way of controlling the output of the now-uncontained lightning. Further modifications to the design saw the addition of a long, adamantium spike to help direct the flow away from the user, as well as a wooden stock to help brace the contraption against the users shoulder. The stock continued around the slotting mechanism to hold the Wand, and then further to the forestock to provide a handhold for the user and insulate them from the adamantium spike as it grew hot through repeated discharges.
Wands of Thunderbolts are quite long, at about 10". They must be carried in a special leather satchel to protect them from the elements and prevent accidental discharges, and a new one must be slotted in to replace the previous wand between firings. An open bolt holds the wand in place, and must be unlocked and slotted back for reloadings. An experienced rifleman can fire six times a minute and carries with him 20 spare Wands of Thunderbolt.
The Lightning Rifle is largely mundane in nature, with the most magical aspects being the components that store the lightning and some dubious hymns engraved on the adamantium spike praying for accuracy. As such, the lightning blast tends to be accurate out to only Short Range, and invariably goes to ground before going beyond Long Range. By necessity, the modified Wands of Thunderbolt have slightly less power and result in a more humble explosion upon striking their target. Initial tests suggest it could penetrate lightly armored crystal, but won't crack anything beyond a breastplate. The Lightning Rifles are simple to make and use no expensive parts, making it possible to distribute one to every footsoldier in the army. Normal Cost.
Sabre: Officer weapon. A single-edged Adamantium blade that favours cavalry combat over infantry combat. Requires training to wield, one-handed. Expensive.
Spear: General infantry weapon. Essentially an Adamantium dagger on a long stick. Very cheap, requires minimal training to use. Can be used double-handed, or single handed with a light shield. Cheap. Obsolete.
Halberd: An axe, a hook, and a spear all rolled into one. Does well against armor and in formation. Cheap
Buckler: General infantry equipment. A small Adamantium shield, held in one hand. Only protects a small area, but can be wielded alongside a shield. Moderate cost, requires training to wield properly. Cheap.
Pavise Shield: A large, thick, high-quality shield to guard against arrows. Can be staked into the ground, or slung across the shoulders. Needs both hands to use while on the move. Very Expensive.
Padded Armour: General infantry armour. Very cheap, just layers of cloth, but doesn't protect against much. Well ventilated in hot conditions, though. Worn under armor. Cheap.
Scale Mail: Officer armour. Scales of Adamantium on a leather backing. Expensive, but lighter than chain mail. Expensive. Obsolete.
Elite Lamellar Armor: All-purpose armor. Worn over padded armor. Thin plates of Adamantium sewn together with leather thongs, backed by more leather. High quality, decent protection against arrows and melee attacks. Adamantium is tailored to the temperature of the theater being fought in, preventing soldiers from freezing to death. Cheap.
Recurve Bow: General infantry weapon. A light bow composed of laminated wood and horn, curved backwards to provide more force. Inexpensive enough to equip many troops with, with very reasonable medium range and power. Can be wielded by horse archers.
Bodkin Arrows: Arrows with needle points. Can reliably penetrate plate armor at point blank range. Can penetrate less reliably further away. Now with Adamantium tips!
Arabian Horse: A light riding horse, from short-lived Iberian settlers in the past. Very fast and maneuverable, but not too strong. Expensive.
Horse Breeding Program: Mass amounts of horses available. Tend to do poorly in the desert, and aren't quite as high quality as the Arabian Horses. Cheap.
Lances: Essentially a heavily upgraded spear. Has a tendency to splinter after the first use. Cheap.
Sailing Ship: Wind-propelled wooden ship. Fast, requires minimal crew, cannot carry many passengers, but does carry at least one wizard - so long as they don't make puns. Very Expensive. Obsolete.
Sirocco: Ships made from lightweight and hardy junglewood and clad in glowing Adamanitium armor. Much more resilient and faster than Arstotzka's ships as of 935.
Ballista: Large siege weapon. Can fire javelins or stone shot great distances accurately. Reliable enough for consistent use. Can be mounted on ships. Wheeled. High-quality siege engineers.Expensive.
Firestorm ammo: Pots filled with Alwathnayu Mukafa'a - "Heathen's Reward". Explodes into sticky flame on impact. Incredibly lethal, incredibly dangerous. Nearly impossible to extinguish. Cheap.
Heathen's Reward: Alwathnayu Mukafa'a, a variant of Alnnar Almugaddasa. More reactive to open flame, tends to expand rapidly.
Fire and Thunder: Even more explosive Alnnar. Less flames, more boom. Can be put in an iron shell to cast fragments at enemies, although the fuse can be finicky.
Thundergun: Large siege weapon. Can fire rounded iron cannon balls through an Adamantium tube. Uses a series of copper coils to accelerate the ammo. Requires a 36-wand battery for each firing event, and uses a set of vacuum tubes to time the coils. Accurate out to Beyond Line of Sight. Expensive.
The Pheonix: A giant tank of Alnnar, propelled into the air by dozens of Adamantium War Pegasi Scrolls. Requires multiple wizards to keep running. Armor is thick enough to withstand 14 mm's up to Medium Range. Features a turret on the bottom to spray the Alnnar on the poor fools below. Slow, highly explosive, but absolutely terrifying. Very Expensive.
Phoenix Transport: A Phoenix, with the Alnnar, turret, and defenses removed. Used to transport troops, ammo, and other supplies to the front lines. Expensive.
Wand of Heroism: Makes a squad fight beyond human levels. A National Effort.
Moskurg's Apprentice Gramary for Inter-magical Competency: Trains some apprentices to Wizard-level. Does not provide more mages. National Effort.
Alsamma Safina: Sirocco, stripped-down and packed with War Pegasi for lift. Requires multiple dedicated mages to keep the carpets enchanted and in sync. Very Expensive. Obsolete.
Skyhawk: An Adamantium airship, with two ballistas and four jet engine clusters for lift and movement. Very Expensive.
Adamantium: Divine metal summoned from the aether. Comes in workable copper-soft and forge-able steel-hard ingots. Temperature can be permanently set. Cheap.
Teletalk: Short-ranged psychic communication between mystics. Enough beacons can be produced to outfit an army. Expensive.
Wand of Thunderbolts: Glass wand, painted with zinc and copper. Adamantium core. Good for a single modestly-powerful blast of lightning, which explodes. Good out to Medium range. Cheap.
Staff of Tubikh Rrahim Albarq: Area-of-affect spell. Prevents all magic from being cast within field of effect out to Long Range. Spell contained within a staff of ivory, field of effect controllable. Produces a glow. Expensive.
Dispell Enchantments: Dispells enchantments on items, including standard crystal weapons. Expensive.
Pegasus: Charmingly named, enchanted carpets. Levitate, can be pushed around with Gust of Wind. Limited height, duration, speed. Typically rolled up and equipped with a saddle. Has pretty tassels. Expensive.
War Pegasus: An even faster, higher, tamed version of the Pegasus. Requires each scroll to be broken-in before it can be used in the field, but now has its own form of locomotion. Enchantments now last longer. Made of Adamantium. Cheap. Obsolete.
Adamantium Jets: A rudimentary jet engine, made of concentric Adamantium tubes. High thrust. Cheap.
Skyskiff: A two-seater Adamantium canoe. Equipped with two Adamantium jets. Very fast, thick armor. Cheap.
Detect Ambush: Reveals non-magical ambushes prepared by enemy troops or physical traps.
Lucky Strike: Magical guidance makes a squad shoot or strike true far more often than usual. Expensive.
Detect Thoughts: Read the mind of an enemy commander to determine their tactics ahead of time. Expensive.
Zen Inception: By putting enemy soldiers in a zen-like state, we can use their minds as a relay system to read minds further away. The spell is easy to disrupt, but simple to use.
Gust of Wind: Evokes physical force to create a heavy gust of wind, sufficient to disperse fog and most minor concealment, as well as disperse irritating swarms. Expensive.
Cyclone Shield: Protects the beneficent from most arrows and some blows with a sheath of wind. Expensive.
Storm Strike: Summons heavy rain and winds over the course of a day. Expensive.
Wrath of Allah: Calls upon Allah to allow lightning to rain down, even in snowy weather. Multiple mages allow faster casting of Storm Strike.
Clear Weather: Negates inclement weather within the given area. Nests within Storm Strike for protection.
Hammer of Allah: Induce lightning from summoned storms. Strikes indiscriminately, so can't be used in "danger close" situations. Lighting explodes on strike.
Spear of Allah: Call down an individual bolt of lightning to target enemy commanders. Requires line of sight to target. Can be used in "danger close" situations. Lighting explodes on strike.
Zephyr of Allah - Zephyric Destruction: Tornado cast by a single mage. Very powerful, goes out to Extreme Range. Lethal with debris, less lethal otherwise. Can pick up a soldier, if it passes directly over him. Expensive.
Heretics' Downfall: Greater control over lightning. Can 'persuade' lightning to travel down certain paths despite easier paths being available.
Winds of Ruin: A variant of Storm Strike. Allows the casters to lend their intent to the storm, allowing it to blunt the range of enemy artillery and cast weather attack spells beyond line of sight. Very Expensive.
Tubikh Rrahim: Area-of-affect spell centered around the caster. Prevents all magic from being cast within a short range. Cheap.
Dispell Enchantments: Dispells enchantments on items, including standard crystal weapons. Expensive.
Divine Desert Winds: Sends warm desert air north. Does not reach the taiga. Warms the area by one "level". Very Expensive.
Antichronic Reverbramancy: A trance that focuses on the branching nature of time. Locates "chokepoints" in the branches, where things will happen. Can only detect cataclysmic, nearby events, like artillery barrages, usually within 10-30 seconds. Tends to cause mages to be lost in the flow of time. Cheap.