Quoting the official site:
Hello, reader! This time we will tell you how the system of magic spells was conceived and implemented in the game; we'll talk about the difficulties we encountered during development, and reveal the whole truth about "Armageddon"!
Just don't ruin it
Magic has always been the highlight of the Heroes of Might and Magic series, one of the most intriguing features that ensured high replayability. Learning spells, their various applications on the battlefield, and the amazing atmosphere they brought to the game universe—all of this kept gamers immersing themselves in the epic world of HoMM again and again. Magic made battles unpredictable. An opponent who seemed inferior in strength could suddenly summon several dozen fire elementals to their aid... and the outcome of the battle became uncertain.
Working on the magic for the fifth part, we understood perfectly well that we were essentially deciding the fate of the entire project. After all, if we were to disrupt the balance even slightly or make the smallest oversight, the fans of the series would never forgive us. And if the players didn't like it, we'd end up as street sweepers. A game designer in a padded jacket with a broom in his hands is a sad sight. We faced a massive task—to carefully study the HoMM universe, evaluate the positive and negative features of previous parts, and finally create a new spell system that would best suit Heroes of Might and Magic V.
Divide by four
At the very beginning of the project, the idea arose to divide all spells by their mechanism of action (more details below). To clear our conscience, we, of course, scrupulously considered and subsequently dismissed other possible options. For example, we had to abandon dividing spells by elemental schools (remember Heroes of Might and Magic III). As you recall, that game had four magic groups corresponding to air, fire, earth, and water. But what, in essence, differed a "Fire Bolt" (fire school) from "Lightning" (air school)? Nothing! They affected the enemy almost identically; the difference lay only in the visual implementation. And so, at our own risk, we decided to go our own way, which may evoke associations with the fourth part of the series for a sophisticated reader.
So, in the game, all spells are divided by their mechanism of action. As a result, we have four very distinct schools: Destructive Magic, Dark Magic, Light Magic, and Summoning Magic. Destructive Magic is the school of attacking magic. It includes spells that deal area-of-effect damage. Dark Magic is the school of dark magic. Its adepts use cunning (and not always honest!) spells. Light Magic is the school of light magic. It will appeal to noble warriors—spells in this group improve various parameters of friendly creatures. Summoning Magic is one of the most intriguing schools. It is preferred by mages, the residents of the recently announced Academy city. By using spells related to Summoning Magic, you can place traps on the battlefield, summon additional creatures, and move across the adventure map in unusual ways. For example, crossing impassable mountain ranges or lava rivers on... an elephant. Convenient, right?
Build and find
The player will learn new spells just as in other parts of the series. Inventing something new would be, at the very least, strange. The gamer will have to build the magic guild in the city, each level of which unlocks two spells. To learn new spells, the corresponding skills must be developed. Spells can also be "recorded" into a magic book while traveling across the adventure map. To do this, you must find a special structure there.
Not the format
The game very subtly suggests specializing your heroes. This is necessary to maintain the overall style. Agree that a noble knight cursing his opponent with "Unholy Word" slightly alters his image. Every hero in HOMMV will gravitate toward the magic school that corresponds to them ideologically. And let the experimental player bear the responsibility for all exceptions.
Three dimensions are good
Having dealt with the list of spells, we took on their visual implementation. No one wanted to fail miserably, as our project gives many strategies a run for their money in terms of graphics. This is where our main trump card came in handy—three-dimensionality. As a result, spellcasting acquired additional aesthetic meaning. When you get to know the game, you'll realize it's no joke; everything looks truly spectacular.
What else? Oh yes, the promised truth about "Armageddon"... It is a very terrible spell. Soon you will see it for yourself.
PC Games, January 2006.