Still working ... going basically with the concept of a 150 point-buy for all starting characters and allowing purchase of advantages as characters progress. These advantages will give access to the power (magery levels 1-9) and also to elemental aspects of the power (Earth, Air, Fire, Water, Spirit). Each aspect will have 5 levels. Spells will be rated on 1-9 lvls with corresponding minimum magery lvl required Aspects of the power will act as modifiers for spells. If a spell has Fire and Earth and the player has Fire 3 and Earth 0 the net modifier will be +2. This is for determining spell success, DC, and damage. Females start out at -2 on both Earth and Fire. Males start out at -2 on Air and Water. They must buy these skills up to reduce negative to 0 but can still use the powers. Magery is bought as normal. Your magery lvl is added to base 10 to determine new stat Power. Have a list of "spells" but will allow free-flow spell crafting (still working on some base levels for determining custom spells' levels: range, damage, # targets, etc...). All spells must be learned by seeing it cast first or by inventing the spell (time constraints normal per GURPS for creating new spells) So, by allowing players to buy advantages, they can essentially "advance" their character. This will be allowed for non-casters as well. That way both categories will get to feel the effects of character advancement. Separate Talents for Healing/Greater and some other unique uses of the power. Everyone will have access, but buying Talents will allow more powerful heals/etc... Oh - NO ... and I mean NO buying points through flaws.