Let's avoid really flashy stuff - like fireballs and lighting bolts.
Magic should perhaps be more concerned with creating and enchanting magic items, and would also require non-magic craft skill.
You could use a crafter + an enchanter, but having someone who is BOTH would just be more efficient.
I really like Asehujiko's ideas, here are some additions.
By the way, the warmage really looks too flashy for my tastes. Yes, there are creatures who can throw balls of fire, but I guess these are innate supernatural abilities, not "real"magic dwarves or humans should be able to use.
Necromancy
This would require an Embalming skill, which would also have non-magic uses, for normal mummification.
Embalming would require embalming fluids(from Alchemy)and bandages(made from cloth). Really well-embalmed dwarf corpses should last nearly forever. Knowing other dwarves are being embamed - so their bodies last for eternity - should have some effect on a dwarf's thoughts...possibly positive.
Of course, what the player will most probably want to do is ANIMATING Mummies.
Mummies would not be as clumsy as zombies, and seeing them walk around would not be as horrible as zombies, considering how well-preserved they are. Possibly, mummies could even retain most of their intelligence and skills, and help around. However, the process to Embalm + Animate is going to be extremely complex, and should probably only be used on legendary dwarves...and nobles. Imagine having undead nobility...they could rule for centuries...Something like "The King is dead!Long live the king!" You could also mummify(and animate) animals and pets, perhaps lessening the pain of dwarves for their loss.
Failure at embalming would mean the body rots, and if animated it's a zombie.
Failure at animating means either the body is not animated as a mummy or it's animated as a mummy...but it's crazy and hostile!
Shamanism
Shamanistic totems should affect the dwarfs who carry them, depending on the animal. Totems would first be crafted and then enchanted. If the Enchanter is also the Crafter, there should be a quality bonus.
Anyway, based on the animal and quality, there should be bonuses, although they should never be truly exceptional and balance-shattering. A well-made bear-made totem might grant some extra strength or toughness, for example. A deer totem might grant some extra speed moving purposes only. Another shaman power could be weather-prediction - not super useful, but fits.
Perhaps powerful shamans might also have an "astral projection"power they might use to scout distant places or the inside of the mountain...
Artificer
Somewhat related to the Runecrafter. Deals with crafting AND enchanting various advanced mechanical-magical items, like golems. Requires some Forging/Metalwork skill.
Warmage
I think if we want a real war caster who is not too flashy, we should perhaps have a caster who has not-directly damaging spells that are mostly useful in battles and sieges.
For example, Illusions to scare/confuse the enemy and Guiding spells to increase the accuracy of missiles and.
Divination
Useful for predicting things. Diviners could be useful for any race or culture.
Diviners could know about incoming events - good or bad - before they happen.
For example, they might give you some advance warning so you know about frogmen attacks from wells before they happen. Of course, not all predictions would be accurate. Some could be bogus and never happen.
Also, perhaps the more dangerous thing should be easier to predict - for example, I think that predicting a Dragon's attack should be easier than predicting a frogmen or kobold one or the arrival of a caravan.
Divination would be mostly random, not used actively, with some exceptions perhaps(using crystals balls to scry?). Divination might also be sleep-based. Dreams are a good source of predictions.
Failing at divination means either not predicting a certain event or predicting an event which will never happen.
I think that perhaps different types of magic should be related to different races...
I think that only the Geomancer and Runemaster really "fit"with dwarves at the moment.
The Shaman would fit better with playing goblins(something we will probably have in the distant future)- and most probably tribal goblins who live above ground.
Also, don't forget what was said about playing "Wizard Towers": in this kind of game, you might start with only one or two kind of magics, but might end with all, although you will probably have to specialize.
It would be interesting: you'd start with 3 or 4 magic apprentices and 3 or 4 servants, and would have to build up your tower, hire or summon guards, research spells and items of magic power while trading or warring with other towers..
Also, always remember that magical failures could have really nasty effects.
[ June 18, 2007: Message edited by: Zonk ]
[ June 18, 2007: Message edited by: Zonk ]