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magic-phase-movement

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Magic Phase Movement

Magic phase movement refers to movement via rituals, which occur in the "magic phase" before ordinary map movement is resolved. It is often expensive, but allows a commander and/or their army to move much further than ordinary map move would allow in one turn. Magic phase movement is a powerful tool for unexpectedly reinforcing provinces and catching opponents off-guard, or 'catching' enemy armies/thugs that would have moved somewhere else in the ordinary movement phase.

Magic phase movement cannot 'catch' opponents that go into stealth that turn.

Commander-Only

  • Enchantment 4 air 22 for 3airgem: Cloud Trapeze (range 5)
  • Thaumaturgy 3 astral 33 for 2astralpearl: Teleport (range 6)

Commander And Their Army

  • Enchantment 5 nature 55 for 20naturegem: Faery Trod (range 10)
    Both the origin and destination province must be forests. Has a chance of landing in a forest province that neighbors the destination, if one exists.
  • Thaumaturgy 5 astral 44 for 10astralpearl: Gateway (range 6)
    Destination must be a friendly province that contains a lab.
  • Thaumaturgy 8 death 55 for 15deathgem: Stygian Paths (range 10)
    Comes with a risk of injury or death, the latter being MR-negates. The rare Stygian Guide ability offers a % chance to avoid the MR-or-die effect; the value of Stygian Guide for a casting of Stygian Paths is the highest of the commander or any troops under their command.
magic-phase-movement.1644746554.txt.gz · Last modified: 2022/02/13 10:02 by wigglefig