I can see your point there. I did want to present a strong view of the church where it's a known fact they're right about they're deity being the real deity. I'd accept the elemental being a manipulation of creation that is, or being shunted into demon magic. That is, of course, if I moulded it into the angels/demons setting. If I brought back the far original concept, magic would simply be another type of energy in the world, like electricity (with it's own scientific laws and such), albeit much more manipulatable, like magic. heh heh bad jokes
If you're still phone posting, magic had several trees:
Elemental: Water, with modifications to it from three aspects: shock, heat (or lack thereof), and kinetic force (to move it around). All mages start out with basic kinetics. they then choose one of the three, then either a second element or a mastery of their chosen aspect.
Druid magic, which is about trees and animals and such. Disables with plants and summons with animals.
Dark Magic. Based purely on knowledge, with a complete lack of intuition or "feel". Extremely rare. On a server of 1000 players where 300 of them are allowed (by rotating lottery window) to become mages, 30 (maximum) of those mages might be Dark Mages. They had class specializations involving Golems (powerful summons limited in number) and necromancy which includes lichdom and summoning npcs and dead players provided certain mechanics exist into various bodies, Nullification magic (Cancel out other magic), Spatial spells (Teleports, telekinesis, etc.), and pure damage (gif related is a good example of their spell aesthetic). For example a master level damage spell I imagined was Yygdrasil, which was an eckbawkshueg ash grey tree with liquid shadow dripping off of it that continuously saps life from enemies and delivers it to your allies. I said powerful, I meant powerful. Not to mention account selling results in immediate account termination to ALL related parties. Remove Chinese account farmers. C:)
Then, there was light magic, which, other than alchemist type classes, is the only other healer in the game. throwing the trinity right under the bus The great thing about Light Mages over alchemists is that they can from a distance, single target heals, AOE heal allies without healing enemies, and have other options. They have specializations for MOAR healslutting, Shielding (EHP, but with different rules.) plus some buffs, and Damage (Fantastic damage source against unnatural type enemies. AKA not regular animals and such, or undeads, etc.)
I had wanted some kind other tree to help flavor the amount of mage players. I had messed around with the idea of time mages but that would be incredibly difficult to balance if they were common.
I suppose I would instead have a general "wizard" tree, where instead of a specific focus, players learn a large amount of various lower tier spells. They would get all kinds of weird buffs, debuffs, utility spells, a fireball here and there, etc.
Supposed Rarity: (Most common to least)
1) Wizard
2) Elemental
3) Light
4) Druid
5) Dark
On a server of 1000 players, where 300 magic seats would be available,
150 wizard/Elemental (mixed bag)
75 light
50 Druid
25 Dark
This kind of system makes magic special, instead of just another component. That being said, casting spells takes a long time (due to the way casting works, which is different for different schools.)
They are squishy, and not too fast. In PvP they would have to be actively protected from faster or stealthier enemy classes.
Of course, I would feel the need to rewrite the entire plot device for why any players are on this continent, and change the respawn excuse (where in the A&D setting it's a supernatural being granting this ability), or add mechanical requirements to it…. and redact hell as a thing.
¯\_(ツ)_/¯
Potential Idea for respawning would be some kind of huge randomly changing maze where everyone goes when they die. Killing a player in the maze give you a decent hint towards the exit, and an npc a small hint. Dying in the maze starts you off in another spot.
Could also include conditions for various factions or classes like Light mages and those that pledge themselves to the church getting easy respawns at a church, Druids getting to plant a tree to respawn at that tree but get screwed over if it's chopped down. Dark Mages having to solve puzzles or shenanigans.. etc.
Honestly I could still have hell in this scenario and just have different areas of hell have different environments and make up the maze. Meaning that without a special gimmick you go to hell when you die. Yes, I like this.
Another vomit of stuff into a post, but if it entertains, it has achieved a purpose.