Hello, dear Readers!
Spells that summon creatures of certain elements have long been known to all fans of the genre. Their rank has always been the highest. After all, to summon one of the most powerful elemental warriors, one must possess considerable skill. I fully agree with this arrangement: let these spells remain the pinnacle of the corresponding schools of magic! Whether it's Fire, Water, Air, or Earth, the meaning is the same!
Now, we need to figure out "What is it?" I think it's worth reminding you that an elemental is a cluster of energy that "binds" together the particles of one of the four elements. In terms of its parameters, this creature surpasses most representatives of other races. It is doubly sensitive to magic of the opposite school, and has significant immunity to spells of its "native" element. Initially, they were conceived as ordinary infantry. Later (in HMM3), they gained new abilities: ranged attack and flight (more precisely, imitation). In this regard, I suggest the existence of subtypes of these monsters: ordinary, advanced - the ability to attack the enemy at a distance, or to fly from place to place, supreme - again, infantry, but in melee combat can use magic of its school. In the M&M series, elementals had the ability to deal part of the damage with magic of their element. I propose the following pattern: lower-order creatures deal only direct (physical) damage and have 50% immunity to "native" spells. As the rank increases, the creatures become stronger, an increasing portion of the damage is dealt by magic, and the immunity becomes stronger. Supreme elementals have a powerful body, the damage dealt is divided equally between magic and physical, and they are completely immune to their element. They will be able to withstand any units: powerful defense - magic will "hit" well, strong immunity - will not save from direct physical impact.
I will not make a detailed classification of elementals yet: after all, there are already worthy developments in M&M. I will give a small sketch:
A pair of black dragons are rushing at a lone, gray-haired old man, clearly aware of his complete defenselessness. Suddenly, this old man waves his hand, and a ring of water elementals grows around him. The dragons crash into it and bounce back. Slightly recovering, they begin to burn these uninvited guardians. And the mage, in the next turn, casts the summoning spell again, and new warriors "join" the bodies of the group of defenders. In a couple of rounds, the dragons will be torn to pieces.
Beautiful? Let's figure out where the truth is and where the fiction is. With one summoning, a ring of guardians appears, their number is a multiple of six (according to the number of cells around a single unit). If some of the adjacent cells are occupied, then two groups of elementals "merge" into one. The dragons deal fire damage and burn two cells at once, so the water elementals will have a hard time (it would be better if the mage summoned fire elementals). I can also suggest the following: the number of fighters in a group and their subtype are influenced by the level of magic of the corresponding element and, to a much lesser extent, the strength of its magic. The reference point is taken on the target development of the skill, and not on the simple increase in magical power, although it is also necessary.
There is still something left, in which I am not completely sure. What will happen to the summoned creatures next? Three possible answers: they will disappear after the battle (fair, but not interesting), they will join your forces (interesting, but unfair), they will serve in your army for a certain period of time (1 day or, depending on the skill and strength), and then disappear without a trace (curious, but controversial).