I'm throwing this idea out here first as a test bed before I present it to my groups.
Within the Elemental Companion, there are several schools of thought and several spell list options for a GM to choose. I'm interested in what experienced players and GMs think about the options and what new players to RM and/or EC would think or what they would enjoy. The overall goal is always to have the game mechanics fun and interesting.
So here are the facts and the options:
There are several elements that exist in the world and of varying complexities. Basic (heat, cold, air, etc.), compound (electricity, gravity, inertia, etc.) complex (plasma, chaos, etc.), super complex (Time, aether, nether, etc.) The GM can limit the elements that are available in the game, which I have done. Only up to and including compound elements have been 'discovered' thus far.
Where it gets fun is in the spell list acquisition and how they relate to the elements.
Spell user chooses an element as his primary focus and learns a spell list.
1 - Does that list apply to every element (available in the game)?
2 - Does that list apply only to the element the spell user has chosen as his primary element?
3- Does that list apply to every element but grants a bonus for the spell user's chosen primary element?
4 - Does the spell user have to learn the same list repeatedly for each element he wants to manipulate, but only receiving a bonus when using his primary element?
These are options presented in the book and now that my players are getting more spell lists, I have to weigh game balance and fun.
Option 1 is the equivalent of learning 22 spell lists for the price of one. I believe there are 22 total elements.
Option 2 is the standard spell list acquisition but arguments can be made that an elemental mage is familiar with other elements and should have a basic understanding the elements although he has chosen to specialize in one.
Option 3 affords the most power to a mage but here, power creep can be huge. Consider that the level 1 mage as of now summons an electricity wispling that gets 4 attacks per round. In one round, he does 4 attacks, the fighter does 1 attack. In round 2, the mage has made 8 attacks to the fighter's 2 attacks. So on and so on.
Option 4 is the most prohibitive and will suck up DPs.
So the questions are where do the experienced players and the new players feel the balance will be? If a spell caster is able to arbitrarily choose an elemental spell best to counter each situation, it will be too easy for him or the challenges will be too hard for the other players. Each element has a counter-element to which it does slaying crits. Regardless of the elemental baddie I send at the party, the spell user can just summon the slaying-antithesis of that element.