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And who are the others for? Yes, the Greek was a backup option, although the Chinese currently makes more sense (both in terms of location and religion). The Norse with the forest elves and the Jews are even more of a backup. Well, the rest aren't really being considered.
How high is the potential damage output of water magic? I was just experimenting and created an Elteih – a monotheist, miracle worker, water mage, and zealot – and this character is supposed to have 450 concentration and deal double damage to most enemies (while also being a great healer).
No other character can achieve such high stats in their primary attribute. The closest would be an educated Erudite/Highlander with earth magic and the "Servant" skill. But that would be 330 willpower, and the damage would only increase by 1.5 times. In other words, Elteih will use water magic almost twice as effectively (900) as this character uses earth magic (495).
Overall, I would recommend reducing the concentration bonus from monotheism to at least 50% (Blod doesn't have any other free bonuses besides +50% health, and you only get something comparable to monotheism in terms of effectiveness by spending four skill points, which is an actual difference of 6-7 experience points at the start). Even then, monotheism will still be very powerful, considering the possibility of getting up to 3 extra attack points from it (hello, free leader from Bato) and a number of nice defensive bonuses. Alternatively, you could keep the concentration bonus and remove the attack point bonus.
I won't count good and evil deeds; that's up to the player's roleplaying. The point is about "good" and "evil" spells. So, I've added information about alignments and outlined the starting stats for each faction. It seems to have turned out more or less as I intended.