Swords – either make them earth-based or change the name and visuals.
Posts from RTF is a global modification that replaces all towns in the game.
Do we need Ashan?
But they are flying in the air.
What, in your opinion, should be changed here, and how?
I think that the best option (now) would be to return to the old concept of spells...or completely rework them! As an excellent example, consider the elemental spell system from the third game. By adhering to it, spells can be adequately categorized...but not all of them, so the option I mentioned a few lines above is the best :(
However, it is possible to change the animation and names of some spells, adapting them to the desired element. For example, replace the wall of spears with a wall of stones, and the storm with a sandstorm =/
Perhaps the fire trap should still be placed in the fire element?
Fire
Armageddon, Berserk, Blindness, Firestorm, Fireball, Judgement, Curse (Weakness), Retribution
Air
Arrow, Dodge, Ray, Haste, Lightning, Control, Chain Lightning, Teleport, Phantom, Hornets, Hive
Water
Dispel, Blessing (Divine Strength), Weakness, Confusion, Stone, Ring, Cold
Earth
Stone Skin, Slow, Antimagic, Raise, Resurrection, Meteor, Thorns, Shock, Plague, Unholy Word, Swords, Fist
Vampirism - water or earth (water).
Gloom - water or earth (water).
Crystal - water or earth (water).
Holy Word - air, water, or fire (need to consider the visuals) (fire).
Shield - earth or air (depends on whether the visuals will change) (air).
Mines - earth (but not fire mines) or fire (fire).
Regeneration - earth or water (water).
Phoenix, Elements can be swapped - to taste, let's say fire.
In parentheses, I've put the default options that correspond to an even distribution of spells (with the exception that there are 11 spells in fire and 13 in water, but the hive can be redesigned into some kind of totem that spits fireballs.
Also, you need to look at the animations (visuals), perhaps some rearrangements of low-level debuffs and buffs.
I won't assign levels, as this is insignificant against the backdrop of introducing a new elemental system (with the exception of mass buffs/debuffs), any spell can be easily adjusted (balanced) to any level.
For example, moving Phantom and Teleport to water. Based on the hive, you can create a totem that spits fireballs. Or draw the Fist as fiery, and in this case, move Regeneration to earth. In this case, it may be possible to achieve an even distribution of spells.
I didn't mention Earthquake because its presence is not necessary at all (situational).
I would categorize the spells like this (most of this correlates with Heroes of Might and Magic III):
Fire
Armageddon, Berserk, Blind, Firestorm, Fireball, Retribution, Curse (Weaken), Vengeance
Even worse! What are Retribution and Weaken doing in the fire spells? No, it's better as it is.
Vampirism doesn't really fit in any category...
I would divide the schools like this (most of this correlates with Heroes 3):
Fire
Armageddon, Berserk, Blindness, Fire Wall, Fireball, Immolate, Curse (Weaken), Retribution
Air
Arrow, Dodge, Bolt, Haste, Lightning, Slow, Chain Lightning, Teleport, Phantom, Hornets, Hive
Water
Dispel, Blessing (Divine Strength), Weakness, Blur, Ice Block, Ring, Cold
Earth
Stone Skin, Slow, Anti-Magic, Raise, Resurrection, Meteor, Thorns, Shock, Plague, Unholy Word, Swords, Fist
Vampirism - water or earth (water).
Grief - water or earth (water).
Crystal - water or earth (water).
Holy Word - air, water, or fire (need to look at the visuals) (fire).
Shield - earth or air (depends on whether the visuals will change) (air).
Mines - earth (but without fire ones) or fire (fire).
Regeneration - earth or water (water).
Phoenix, your elements can be replaced - as you like, let's say fire.
In parentheses, I put the default options that correspond to an even distribution of spells (with the exception that there are 11 spells in fire and 13 in water, but the hive can be redone into some kind of totem that spits fireballs.
You also need to look at the animations (visuals), perhaps some rearrangements of low-level debuffs and buffs.
I will not distribute them by levels, because this is insignificant against the background of introducing a new elemental system (with the exception of mass buffs and debuffs), any spell can be easily adjusted (balanced) to any level.
For example, moving Phantom and Teleport to water. Based on the hive, you can assemble a totem that spits fireballs. Or draw the fist in fire, and in this case, move regeneration to earth. In this case, it may be possible to achieve an even distribution of spells.
I did not indicate Earthquake, because its presence is not necessary at all (situational).
Added 9 minutes ago
Bolt - definitely air.
Dispel - definitely water.
Swords - earth, or change the name and visuals.
The rest sometimes differ from the classic (Heroes 3), but you can get used to it.
dispel can be placed anywhere (only earth is unlikely to be suitable)
swords can be turned into a thorn bush
The spread is good, but the skill tree will be messed up.
Added 9 minutes ago
Why should the spell that destroys armor be in the air? If it's just because of the word "beam," the name and visuals can be easily changed. Removing enchantments can be implemented anywhere (except maybe on the ground). Swords can be turned into a thorny bush.
Added 5 minutes ago
In general, I adhere to Nargott's option, but of course, the skill tree will turn into something...
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...
The spread is good, but the skill wheel will be skewed
Added 9 minutes later
Why should the spell that destroys armor be in the air? If it's just because of the word "bow," the name and visuals can be easily changed.
Charm removal can be implemented anywhere (although the ground probably wouldn't be suitable).
Swords can be turned into thorn bushes.
A skewed skill wheel is a different issue; it will either be skewed there or in the elements, which I've already written about. The least skewed option is probably mass perks in sorcery. Perhaps this was the reason I abandoned the elements at the time. The appeal was to make players play better with elemental immunities.
For example, I took a simple approach: all creatures with immunity to earth (earth elementals and Lava Elementals) also received an ability that grants immunity to slow, but there are few individual abilities for specific spells, so this solution isn't really a solution...
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...