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2. That depends. Your skills should support the role and spells you chose for that Mage. The top skill path for mana economy, damge dealers and de-buffers, the bottom skill path for Summoners. 8-10 skills or so per mage is usually enough.
3. You can just add 'general' spell learning if you want. But while your mage will have lots of spells, they won't be as powerful nor as effective as had you chosen some relevant supporting skills. 2 elemental paths on a single mage is plenty imo. You can also make a useful Mage without having ANY spell knowledge. On the skill tree, the summoner path doesn't require any known elemental magic. Also, you can choose Aeromancy, Hydromancy or Geomancy for some useful combat spells that don't require elemental knowledge, but can take advantage of any shards you might have captured.
4. Death magic is good if you are the underdog in battle to balance things out. It combos well with beast or demon armies so that they don't fight at a disadvantage.
5. Sounds viable. Defender is most powerful once you and your troops have heavy armor, since tactics usually involve "when defending" skills.
6. See each individual spell description to see what affect shards have. Aeromancy has Lightning Bolt which deals damage based on caster LEVEL, which is quite useful if you have a small kingdom with no shards.
Necromancy Revamped
http://forums.elementalgame.com/444576
Demons and Wizards
http://forums.elementalgame.com/446891
New Summoner path and reworked Mage path
75+ different units/creatures can be summoned including dozens of new monsters
Spells for summoning groups of units
Magic missile spells available for each spellbook (eg. Barrage of Stones for Earth, Soul Spear for Life etc)
4 New spellbooks (Nature, Shadow, Battle, Beasts) and 4 new world resource types
29 New Champions
New monster lairs
I love the mods.