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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. Commanders with magic-phase capable paths often make particularly responsive thugs; the Vanjarl of EA/MA Vanheim, Colossi Storm Captain of MA Phaeacia, and generic Golem with a Starshine Skullcap are common examples.
Magic phase movement cannot 'catch' opponents that go into stealth that turn.
Commander-Only
Commander And Their Army
Notable Spells | ||
---|---|---|
Rituals | Personal Enchantments | Divine Name/Gift of Reason • Transformation • Twiceborn • Cure Disease |
Strategic | Domes • Globals • Magic Phase Movement • Remote Attacks | |
Summons | Cross Breeding • Elemental Royalty • Hidden Underneath/in Snow/in Sand • Infernal Breeding • Reanimation • Release Lord of Civilization • Ritual of Rebirth • Tartarian Gate | |
Other | Wish | |
Combat Magic | Battlefield Enchantments | |
Buffs | Hell Power • Life after Death • Mossbody • Pain Transfer • Phoenix Pyre • Returning • Soul Vortex • Strength of Giants • Time Stop | |
Debuffs | Armor of Achilles • Earth Grip • False Fetters | |
Direct Damage | Divine Magic • Magic Duel • Soul Slay | |
Summons | Reanimation | |
Other | Communions • Enslave Mind |