I had a mage with air and water and think that is a great combination.
I actually enjoy fair winds. When you have the first tier of ships, the +1 movement is nice. The 25% withdraw rate is neat but thats the secondery effect. But what irritated me is that I could WALK my mage over ocean, but none of my ship could carry anything else over. Could Water-walking also give tier 1 ships the ability to move tier 1 ships in oceans?
An other ide, could we develope combination spells? Examples:
Air II+Water II -> stronger verson of 'fair winds'
Air III, Water III, Fire III, Earth III -> Elemental storm (a pure damage spell)
Entropy II + Nature II : Finidish: Gives Fiendish promotions to your animals
Life II+Nature II : Celestial: Gives Celestial promotions to your animals
Entropy III+ Death I, II, III : all undead summonings passes the enervated promotion in attacs. (espesially usefull if enervation is removed and replaced by a river of blood spell.)
Caos II + Nature II : summon mutated animal (random animal with mutated promotion, which cannot be used to build gorilla cage etc.)
Fiendish promotion:
For example: some fire resistance, +1 attack, -2 defence, blitz? Permanent
Celestial promotion:
For example: electricity+cold resistance, +1 defence, -2 attack, guardsman?
Permanent