Hopefully, by editing the above, it will help clear things up.
First of all, I am against Pretenders having holy magic, themselves. The magic comes from them, but isn't a part *OF* them. It's like the light cast by the sun. The sun isn't made of light, it just produces light.
Now, if you want an argument that Pretender chassis should, by their very nature, be sacred, then yes, I'll give you one. Just no holy magic.
My idea is that priest of a specific Pretender could be granted Pretender-specific spells, not that the Pretender should have access, him/her/itself.
Here are some of my ideas for implementation:
1, It could maybe be handled the way Dominion currently is-the higher the Pretender's Dominion, the greater range of spells that Pretender can grant, still on an individual basis.
So that, say, my Scorpion King at Dominion 2 would grant a spell that allows the summoning of a small but poisonous scorpion in combat. At Dominion 4, a holy spell that resists poison. At Dominion 8, maybe a ritual spell that permanently transforms the caster into a Scorpion Man, and at Dominion 10, a spell that makes all the units in an army do weak natural (non-weapon) poison damage, for the price of several gems.
This is just an example. Other effects could be the summoning of sand elementals or desert spirits, for the desert motif, heat/dehydration spells, other poison/scorpion effects, etc.
2, There's no reason holy magic can't be combined with other paths. Infact, I believe that modding is already set up to work this way. So, fire + holy, water + holy, etc. why not? Pretenders could also grant other spells, to their mages, but this should, imo, be rarer, because it's easier for it to get out of hand through the use of independents, and because doing it with too powerful/useful of an effect, for a specific Pretender, makes it harder for the other Pretender chassis to compete.
3, If this is implemented, then independent priests-and cheap priests, in general-should be given a good, hard look. If the spells require holiness of 3+, no problem, that level of priest is rare on the ground, anyway, and it shouldn't be so hard to even out the playing field by adding a few higher level priests to nations here and there, so that those higher level priest spells can be taken advantage of, where they're meant to be.
But if more level 1-2 spells are added, then they are going to have a much wider effect on the game, through independent priests.
4, if this is implemented, with the addition of higher level priests, banishment should be nerfed imo. My suggestion is to replace it with a level 1 undead-damaging spell that only does damage to 1 undead at a time, and add a mass demon/undead damaging spell at a higher level.
5, No holy gems. I'm against the idea, and if there's going to be holy spells that cost gems, then they should be holy + fire, and cost fire gems, etc.
6, Combat-Oriented Pretenders should also be given a good look at, unless they're given spells too. Rainbow mages are going to retain their usefulness throughout the game, and Pretenders that grant holy spells are too, naturally, through their priests. Combat Pretenders are already weaker than they were in Dominions 2, and this would just make them weaker, so there should be more reasons to build them.
Maybe Ancient Krakens spawn other krakens? or atleast can summon additional krakens with the kraken-summoning spell?
Maybe cyclopes gain a forging bonus? offset by the Forge Lord granting spells?
Wyrms could maybe have a poison cloud or gain hp like an Eater of the Dead, or have an extra head, or whatever.
Gorgons are plenty tough enough, as it is.
Maybe dragon Pretenders could grant a gold bonus and carrion dragons could have the ability to spawn carrion beings from corpses.
I can see Dagon granting spells that summon up Cthulhu-mythos critters. I'm not sure what the Living Statue would do, but maybe arm him with a gate cleaver?
The Destroyer of Worlds...well, somebody else can think of a solution for that guy, but no reason him and the Kali-lookalike can't grant spells or have a magical weapon in each hand or whatever.
The point is that I'd hate for this to make some Pretenders better, while at the same time reducing to uselessness Combat Pretenders. Hopefully, someone will stick up for Immobile Pretenders too, but I don't use them as much.
There's plenty of ways that this could be handled though, I'm just throwing out ideas, so take them or leave them.
I'm just happy that you actually like my idea