I think that Mastery Spells should stay.
Someone said that it's to powerful because it alters all nodes even on 3 levels (surf, ug, shadow world) - well, it's called *MASTERY*. Not to mention that it costs huge in research and in casting.
I think that this issue is related to the current spell distribution Dwiggs has. I mean, if they would be removed to provide room for one more spell, I don't think that is a reason.
I downloaded the AoW 1 manual couple days ago, it was nice to see that for example Life Mastery would make Death spells cost double, and when any mastery was cast, you would get a unit/ elemental at each node too. But that's not possible in AoW : SM, only Air Mastery increase flying units movement as an extra effect.
There are spells which I think CAN be removed from the game, instead of mastery, if the goal is making the spell distribution more like 5 spells per level, which I think SHOULD be done, in my opinion. I don't particularly like being Earth Specialist and never getting Stone Skin... but that's me, not having a certain spell guaranteed (like Air Spec and Wind Ward) changes a lot the gameplay because of that expectation.
Ideas:
- Air: remove Recall Hero (lvl2), it could be cosmos.
- Earth: Remove Level Terrain (lvl2). Maybe even Raise Terrain (lvl3).Did anyone ever even used those spells? I have, and IIRIC, their use is very limited.
- Fire: Not sure here. I don't like Wildfire, but some players do.Some spells like Forge Blast (lvl3) or Anarchy (lvl2)might not be missed; AI uses it much more often than humans...
- Water: Mist Cloak (lvl1)? Nothing can contribute to sneaking if you still see a hero domain...
- Life: hard to choose with 7 level 3 spells. I think Resurgence (lvl4) is hard to see in games, and kinda unfair in heroes because they can keep resurging.
- Death: Animate Dead (lvl3) is the most useless spell in my opinion.Need one more maybe City Plague 
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