single-target direct damage spells are usually stronger than those of a lower level (i.e., Lightning is stronger than Magic Arrow, etc.),
it's different with area-of-effect (AoE) spells - they are equal to each other in terms of damage, but the higher the level, the larger the area (i.e., Fireball is equal in power to Armageddon, but Fireball hits a 3x3 grid while Armageddon hits the entire field; Rock Spikes are equal in power to Meteor Shower, but the area of effect for Meteor Shower is larger than that of Rock Spikes)
I also made the spell calculations dependent on their element:
Earth - strongly depends on level and strongly depends on spellpower
Water - weakly depends on level and strongly depends on spellpower
Fire - strongly depends on level and weakly depends on spellpower
Air - weakly depends on level and weakly depends on spellpower
The calculations are as follows:
Earth
Level 1.
Rock Spikes
6+3sp
12+6sp
18+9sp
24+12sp
Level 4.
Meteor Shower
6+3sp
12+6sp
18+9sp
24+12sp
Level 5.
Earth Shock
18+9sp
36+18sp
54+27sp
72+36sp
Water
Level 2
Ice Bolt
14+14sp
28+14sp
42+14sp
56+14sp
Level 3
Ring of Ice
9+9sp
18+9sp
27+9sp
36+9sp
Level 4
Stopping Cold
16+16sp
32+16sp
48+16sp
64+16sp
Fire
Level 2
Fireball
20+4sp
30+6sp
40+8sp
50+10sp
Level 5
Armageddon
20+4sp
30+6sp
40+8sp
50+10sp
*Stone damage
6+3sp
12+6sp
18+9sp
24+12sp
Air
Level 1
Magic Arrow
40+4sp
50+5sp
60+6sp
70+7sp
Level 3
Lightning
80+8sp
90+9sp
100+10sp
110+11sp
Level 4
Chain Lightning
80+8sp
90+9sp
100+10sp
110+11sp
Added 37 minutes later
Math is math (I didn't just pull these numbers out of thin air - all formulas are linked one way or another and I tried to make everything proportional) BUT some casts look way too weak - for example, Ring of Ice, since it belongs to the water element, should primarily depend on spellpower and weakly depend on the level of chaos magic, but at the same time, it shouldn't be comparable in damage to Ice Bolt because, as I already said, for AoE casts, the area increases, not the damage. Ice Bolt gained power because it is higher than level one (which I used as a baseline), while Ring of Ice increased its area relative to level one but did not increase its damage. (at different levels, imaginary casts were used for calculations - casts that don't exist, but for which a calculation exists so there was something to base it on)
Armageddon also turned out to be laughable in terms of damage (this is because it affects the whole battlefield, its calculation ended up small - again, as fire magic levels grew, the area grew but not the damage, and we got a weak cast that hits the entire field)
I'm not a fan of parties lasting 5-6 months, but I'm also not a fan of fast games over 4-5 weeks (many maps are so large that it's physically impossible to complete them quickly) and therefore it needs to be set up so that chaos magic isn't left behind on large maps. With the calculations provided above, in the late stages of the game, probably no one will use the fire and air elements, and earth (and sometimes water) will be at the top - that's bad. Also, overall, I've nerfed chaos significantly (only Earth Shock more or less kept itself), but on the other hand, I don't like that in g5 (without mods) you can sometimes eat any opponent without much trouble with a minimal army by casting some Meteor Shower, etc. - please keep in mind that in my mod I've reduced the speeds of all units, and this has a huge impact on the role of direct damage magic
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...