Given the current times, I'll think I'll throw out some ideas for later.
Carbon-Oil Processing Plant
Given the need to use crystals, we need to find them, or make them. The Carbon-Oil Processing Plant makes use of some spare Clone Vats to produce large amounts of Carbon-Rich Oil. It is then dehydrated, put into a large container, sealed, and pressurized in the heat of a volcano chamber. When we take it out after a day, we get diamond dust, which can then be used in making Crystals.
The Clone Vats are easy enough, we just make Carbon-Oil with them. Dehydration requires dry heat, which we can also do over the course of a week. The Volcano Chamber, meanwhile, makes use of something called a Volcano Crystal. When the needed prayers to fill it, it can generate enough heat inside a stone furnace to equal that of a Volcano. It isn't that small though, about the size of a house, so filling it requires quite a few people. Once filled, it can be activated through a simple magic circuit and a single person to trigger it, and lasts the whole day. The Stone Furnace meanwhile has a hinge at the top that can be opened at the end of that day, and steps leading down to where all the containers sit. Make sure to wear safety gloves, containers will be hot.
Note this isn't a this turn or next turn design, but likely a far later one in case we don't have enough for our tech at some point.
Now for something else for next turn.
Magic, Ink, & Circuitry
Magic has a number of forms, be it prayer, wishcraft, or structure. This is the latter of the three. By studying how circuits work, we've managed to create something similar in the form of tattoos to better direct the flow of magical energy. These Tattoos act like circuits, and can be used to form magical spells. Once used up, the ink fades. Moreover, it's actually possible to learn to use certain spells this way over constant use. So we ink, and train, spell-casters.
At the moment, we've created a simple magical energy to Lightning spell, allowing our forces to fling electric arrows at their targets. These arcs can not only short-circuit tech, but burn through metal if you use enough of them.
Crystals are better for this turn, but the above should serve to better tie together tech and magic later on.