A friend linked me up to Elements, a free and horrendously addictive strategic online card game in the mold of Magic: The Gathering. Try it and enjoy it, but be forewarned: the thing makes crack cocaine seem like marmite.
Anyway, it got me thinking about one part of 2nd edition AD&D that I really think was poorly executed - specialty mages. A nice concept in theory, but very bland in practice. It added a very small dose of extra flavour to the magic-user concept, but many of the schools of magic were vastly superior to others and it all seemed rather dry.
Elements demonstrates exactly how to pull off a flavourful magic system: wizards are defined by elemental type (air, earth, fire, water, light, dark, death, life, entropy, gravity, time, and aether), each with its own set of spells which summon creatures, conjur items and so on. (I assume this is what goes on in Magic: The Gathering too; I've never played it.) Each element has a very different tone and feel, and offers genuinely interesting options - rather than 2nd edition AD&D's approach of "you get an extra spell but can't take certain other spells".
Maybe when Yoon-Suin is done and dusted I'll think about a book of Elemental Magic. That sort of thing has undoubtedly been done before, but I'll do it better