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Ideas and suggestions.

#126
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YaR
I see a possibility in such a spell to also transfer artifacts, because if you can teleport living beings, then logically, items can be teleported as well.
Well, then it would simply be a teleport to the hero instead of the castle, which is very overpowered. Artifacts cannot be transferred.
Wicc
The main advantage of teleportation over the discussed options is that it teleports the hero. Transferring troops and artifacts is cool for clearing the map with shooters, but it doesn't really enhance the mobility of the main hero. Unless it's done according to the scheme: "transferred troops, got destroyed, bought them back."

Also, I'd like to note that this spell doesn't necessarily have to be learned by the main hero; it can be quite sufficient to have it available to the shooters. I don't know if that's good or bad.
The point is that the spell is a control ability for the shooters, so that the shooters can help clear the map. This could help speed up games in Heroes, or make huge maps playable :)
Wicc
If it's bad, then you can allow teleportation in only one direction (for example, "to yourself") based on the castle, and for "from yourself," an advanced elemental skill would be required.
There's no point in having two directions; it's better to have only "to yourself." This way, the shooters will teleport troops to themselves, and before the end of the turn, the shooter near the main hero will teleport the troops to himself and transfer them to the main hero, who may not need to learn this control ability.