You make me think of another one of my crazy ideas:
Well, minus the spell counting as a weapon skill. I could live with Improvisation granting access to dual element spells.Job Abilities
Improvisation (1 minute cooldown): Allows the next spell cast to count as a weapon skill, allowing the Red Mage to skillchain. Spells cast through Improvisation can only open skillchains, not close them. Tentative addition: Allows two elemental spells to be cast simultaneously, thus combining their effects to create a lv2 skillchain opener. The resulting spell does 75% of the damage both spells would deal separately, but both spells cost their normal amounts of MP.
Improvised Spells
Rime I-III (Water&Ice element. Equivalent to Distortion)
Tempest I-III (Wind&Thunder element. Fragmentation)
Compress I-III (Earth&Darkness element. Compression)
Melt I-III (Fire&Light element. Equivalent of Fusion)