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Okay, let's count and compare: 1. Hide, Shield vs. Thirst, Curse, Misfortune. I would choose the first two. 2. Slow – there are no analogs in fire. In my opinion, it's the most important low-level spell; it's no coincidence that it was moved to the 2nd tier in WoG. 3. Wall of Fire – a plus for fire. Provided that Moon is available. 4. Wave, Sandstorm, Force Field – Blindness, Minefield. Fire is also preferable here, although Wave can decide the outcome of the game. 5. Resurrect Living and Undead vs. Sacrifice. IMHO, these are incomparable. 6. Fire Shield, Execution, Frenzy – there are no analogs in earth, but I haven't seen the first two used in online games. 7. Meteor vs. Fireball and Inferno. This is a matter of personal preference. I like Meteor more. 8. Berserk – a top-tier spell, but: it's best to have fire expertise for it. But here's the problem: people usually give up fire to get earth. 9. Implosion and Armageddon. It's incorrect to compare them, but I'll still put them side by side; both are deadly spells. 10. Antimagic. No comment. 11. Earthquake – not often used, but sometimes it comes in very handy, especially for the computer when attacking.
And now, let's add Portal and Scouting here, assign a score from 1 to 3 based on the degree of importance, and each person calculates which element has more points based on their personal preferences. I got a very significant advantage, and I would give 4-5 points for Teleport.
And water is not even worth discussing – it's the most useless school of magic in SoD.
We were discussing the WoG balance. And your analysis reveals bias from the very first line: in the early stages, the spells you listed are needed to capture banks, and there, the effect of Curse is simply much better than Hide and Shield combined. Of course, we are talking about the effect of the spells with expert skill; if it is not maxed out, then it's the fault of the player, not the lack of skill.