BossBlitz said:
Fire Mage- 3 right, 2 up, Fire Ball on Dragon Rider
Ice Mage- 1 left, Ice Pillar, trapping Enemy Dragon Rider
Light Mage- 3 up, Spectral Light on Dragon Rider
Horseman- 3 left, 2 down(into warp pad)
Pegasus Rider- 1 up, 2 left, 3 up
Ballistician- 2 left, 1 up
What the mysterious person said is correct - but to make things simple, I've bolded all the modes that are illegal, including 2 minor ones that are easy to fix up. Let me explain as to why :
BossBlitz said:
Fire Mage- 3 right, 2 up, Fire Ball on Dragon Rider
As was said, the boots replace the attack, and as such, you can only gain the extra 2 mov or attack. Not both, saddly. Also another reason listed later on.
BossBlitz said:
Ice Mage- 1 left, Ice Pillar, trapping Enemy Dragon Rider
Again, as was said, not in range. You gotta move 1 space up if you wana get close enough to... that space if you wana get a hit. Not only that, but once again, another reason later on.
BossBlitz said:
Light Mage- 3 up, Spectral Light on Dragon Rider
Order of operations thing only - you can't attack a trapped unit, and if you move the Ice Mage first, he'll trap him. Of course, there's another reason too later on...
BossBlitz said:
Pegasus Rider- 1 up, 2 left, 3 up
Your Pegasus Rider is trapped, so it is unable to move. It's trapped because the enemy used Ice Pillar on it. It will be free on it's next turn.
Anyhow, apart from that, one final thing that makes the first 3 moves invalid - there is no dragon nearby.
For his turn, the Dragon Rider didn't move, ending it's turn on a warp pad, effectively warping it back to where it came from. Therefore, all 3 attacks towards him can't happen.
I would update a map to make things simple, sorry, but I really didn't have any time today or tonight sorry, but I'll do so in the morning, so don't post until then please.

...yes, you will be able to take back your entire move.
Oh, and GSG, I'll update your hidden map in the morning too.
