I would add new spells.
10 spells for magic???!!! - that's ridiculous!:mad:
In Heroes 3 and 4, there were more spells for levels 1 and 2.
For example, I would add the following spells to the Pathfinding magic:
"Scout" - removes movement penalties (like in Heroes 4).
"Quagmire" - allows you to take away some turns from a fleeing enemy (like in Heroes 4).
"Vision" - allows you to see the disposition of neutral creatures.
"Fly" and "Walk on Water".
In Dark and Light Magic, add the spells "Fatigue" and "Haste" which would add and subtract movement points in battle (in Nival, they abandoned "Fatigue" because zombies would stop moving under its effect. BUT ZOMBIES ARE UNDEAD - HOW CAN THEY GET TIRED? It would have been easy to add "does not affect undead"?
In Summoning, add the spells "Strength of the Giant" and "Strength of the Dragon" (the latter could be made a shout for Orcs).
In Light Magic, add the spell "Healing" (in Lords of the Realm, they promised "Regeneration").
In "Lords of the Realm," they promised 2 spells per magic school (except for Pathfinding) - it's still not enough (Heroes 5 could have been called "Heroes of the Sword and a Little Magic").
Here are the spells that will appear in "Lords of the Realm"
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