In my experience fantasy wargame rules can be killed off by poorly thought out magic. My preference is to ensure magic requires player skill by linking it to a command's pips. The DBFa magic rules will not cripple this game even though there is no countermeasure to it. Other elements can have a magical ability which mimics one of the spells. No recoils and apparently no special defence for Skirmishers and no tactical factors.
PIP die, river crossing etc.
Also this spell apparently lasts forever until needed. It is not clear whether the summoned troops move with the Magi's PIPs or the command's. The summoned troops can not be considered original elements, but how do they count as losses. I think the authors would have been well served by including a fast play option. In summary this set of rule supplements will not challenge War Hamster or FR, they will not attract players to the genre and will be a disappointment to players wanting a well crafted DBx set of fantasy rules.