DnD+Wizardry

A DnD wizard gets a lot of power but far less flexibility than a DF wizard. At its most base, the DnD wizard gets to cast both evocation and thaumaturgy spells at the speed of evocation. He casts spells with a Power equal or less to his Lore -2 but he must memorize those spells in advance; he gets 5 slots //per session // to fill with spells. He makes the control roll (using discipline) to store the energy in his mind and, as if doing a ritual, he can memorise more slowly, spreading the energy so there is no chance of backlash or fallout. When releasing the spell, he only needs to make a discipline roll to target it. He gets specialisation and item slots as if he had evocation and thaumaturgy, boosting Power or Control on the following types of magic; Evocation, Enchantment, Illusion, Transmutation, Divination, Abjuration, Necromancy and Conjuration. The base ability costs [-5] refresh. For an additional -1 refresh the wizard puts into DnD wizardry, he gets 5 more slots, memorizing spells of Power equal to his Lore -1. For the next point of refresh he gets 5 more slots equal to his Lore. And so on until he takes the full -17 refresh, memorizing spells up to Lore +10. A DnD Wizard will also take Refinements for foci and enchanted items (representing DnD magic items) and Specialisations (representing metamagic and other magic-boosting feats). An average lvl 10 wizard is refresh 9 for his magic only, another 9 or more for refinements. An epic wizard could easily be -40 refresh; -17 for his spells, -17 for refinements, -3 for stunts and another -3 to take true Thaumaturgy to represent Epic Magic.
 * DnD Wizardry [-5 to -17] **