Copyright (c) 1996 by "Dr Kromm" If you want *really* powerful mages, break away from spells per se and simply allow mage characters to "learn" any and all advantages in the GURPS system, or some subset thereof, from magical tomes and demon advisors. To keep things "magical," apply some or all of the following Limitations: Accessibility -- Only In Low Mana Or Better (-10%), Accessibility -- Requires Hands Free For Ritual Gestures (-10%), Accessibility -- Must Be Able To Speak Words Of Power (-10%), Costs Fatigue (-10% per 2 fatigue), Leaves Magical Signature (-10%), Limited Use (varies from -10% to -40%), Nuisance Effect -- Requires Human Sacrifice (-20%), Takes Extra Time (-10% per doubling), etc. The Enhancements Affects Insubstantial (+20%) and Magery Bonus Adds To Super Skill (+10%) might also be appropriate.