Sickos who dislike the idea of one spell list for each field could write one monster spell list containing ALL the spells from GURPS Magic. This might require more then 5 basic divisions. D&D-heads might favor the number 9; ah, the good old days of first-level through 9th-level spells... Cantrips would be a good idea; nearly-useless 1st rank spells, perhaps Mental/Average or even Mental/Easy. Such as Visually Impressive Illusory Juggling for the Illusion list, or Treat Wart for the Healing list. High-end spells would be a good idea, for us power gamers who miss calling down Flame Strike on the bastard in plate armor... Toss these into the fifth or sixth rank, give them insanely high casting times or fatigue costs, and we've got Merlin. Wizards should be able to improvise spells. Not having much dealt with casters that powerful, the question hasn't come up. Thaumatechnology: one could envision different `tech levels' of secular magic. (Religious magic would remain constant, presumably) I propose: 0: Innate magical abilities only. (Incl. "celestial magic" as used in this document.) 1-2: Magic-field theories. (IE: Fire Magic theory, taught and used by the Fire Guild.) 3: Limited metafield theories. (IE: cross-disipline work by College of Fear.) 4: Integrated magic. (IE: GURPS Magic prerequisite system-- any spellcaster knows enough theory to learn any spell.) 4.5: Designed spells (cf. Fantasy Hero.) 5: Magical equivalent of Industrial Revolution-- converting natural power sources to mana. For example, a water wheel could be hooked to some bizarre converter to produce a ready source of mana to recharge powerstones or maintain a spell. 6+: Further integration of `magic' and technology. At some point `magic' would become a subfield of physics and engineering. At some point perhaps we'd get a thermodynamic explanation of magic-- where the devil does that magic fire come FROM, for crying out loud? I personally deplore mixing common magic and high technology (from a dislike-the-genre point of view,) and I beg of you to never, never do it. But it might be interesting for one state/continent to make an advance in magical theory and be freed from the spell-list constraints. Note that thaumatech might not be tied to real tech; using the scales above, a Fantasy Hero world would be TL/3 but thaumatech TL/4.5. Or maybe the real world is TL/7, thaumatech TL/0... Please, please, if you like this stuff, write up more lists and zap them to me or the net. Idiosyncratic lists particularly; when my megalomania acts up I see this framework as empowering us to easily implement bizarre mages under GURPS. Clerics as well; my world isn't rich in deities, but the list idea would simplify the lives of GMs running divinity-panthenon faiths.