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I didn't specify the cost or range for most spells. The numbers are just estimates to show the difference between different spells. In general, there isn't anything fundamentally new here, but my goal was to demonstrate this in a way that increases base damage in favor of weak Sorceresses or hybrids and at the same time provides an opportunity to increase this very damage. I haven't decided yet whether to make Ishanad unique or General as before.
Fire
+3 spells, +1 magic, +3 mana +30% magical damage
Explosion. Deals 30+magic*15 damage. 10-[3x3]
Flame Shield. The character attacking the target receives 30+magic*20 damage
Heat. Character's will -3-magic*2
Rain of Fire. All characters on the battlefield receive (25+magic*25)x3 damage (accuracy=3).
Fire Trap. The selected cell explodes as soon as anyone steps on it. 100+magic*50 damage.
Fire Spear. The selected character receives 20+magic*10 damage. If the target dies, the caster restores spent energy and can use this spell again in the same turn.
Electricity
+3 spells, +1 magic, +3 mana +1 speed, immunity to effects that restrict movement.
Shock. Paralyzes the target for (magic*1) turns
Teleportation. Instantaneous movement by (magic*5) cells.
Tension. The target loses (8*magic) percent of magical energy.
Lightning Strike. Deals 40+magic*20 damage.
Chain Lightning. Deals 40 damage to the selected enemy. Another character within range (7) receives the same damage. Bounces 1+magic times, trying to choose new targets.
Telekinesis. A character can move small objects with the power of thought.
Water
+3 spells, +1 magic, +10 mana
Refreshment. Restores 10+6*magic health to a character.
Healing Water. Removes negative non-magical effects from a character.
Water Shot. Deals mana*5*magic damage.
Water Body. Immunity to water element, resistance (magic*10) to fire and physical damage.
Wave. Deals 20+magic*10 damage. 10-[1x3]
Calmness. Character's will +3+magic*2
Earth
+3 spells, +1 magic, +3 mana +10 natural defense
Power Surge. The selected character's health +20*magic percent.
Strength of Mountains. Increases melee damage of the selected character by +20*magic percent.
Rift. Paralyzes characters in the area of effect and deals 30+magic*10 damage [8x8]
Shifting Ground. Paralyzes characters in the area of effect for 2+magic*1 turns 15-[8x8]
Control Earth. This spell allows you to destroy various obstacles and structures. Also, with this spell, you can create a bridge, stairs, wall, etc.
Schism. Destroys cells [8x8]; those who cannot pass the check will leave the battle and most likely die.
Air
+3 spells, +1 magic, +3 mana +3 speed.
Air Wall. Blocks all directed spells and shots from outside.
Air Blades. Deals 20+magic*10 damage. Chance of critical hit 25%. Magic*10% chance to destroy an item from the enemy's equipment.
Levitation. The character can hover in the air. Immune to melee attacks.