Probably still a strong difference between Intuitive Magic and Threadmagic...or not. I don't know. Everyone can get at least Blast I, Chi I, and Healing I. Nethermancy adds Summoning (3), Chi (+2), Influence (2), Life (3, mostly unlife), and some Divination (1) and Healing (+1), for a total of 12 more spheres. Illusion adds Blast (+2), Illusion (3), Influence (2), Light, Sound, and some Summoning (1) and Movement (1), for a total of 11 more spheres...hmm. Have them not be able to do healing, but allow, say, Movement II, Chi II, and Life I--sound is not quite a bum sphere when you have Illusion. Elementalism adds each of the Elemental Spheres (4), Chi (+1) Life (2), Movement (3), Weather (1), and some Summoning (1), for a total of 12 more spheres. Wizardry adds Blast (+1), Healing (+1), Chi (+2), Divination (3), Movement (2), Influence (1), Sound, and Light, for a total of 12 more spheres. Shamanism adds Healing (+2), Blessing, Divination (1), Influence (2), Life (3), Weather (1), and Summoning (2) for an additional 12 spheres. They might be able to trade some in for elemental spheres instead. This means every Adept spellcaster eventually gets 15 spheres. If the gain is one per Circle Advancement, you'd have to start at 1 to hit the right level at 15th circle. It's much nices to assume that Adepts start developing additional abilities after, say, circle 12. A standard starting Nethermancer has (Healing?) Summoning, Life, Blast, and Divination. A starting Illusionist would typically have (light?) Illusion, Influence, Blast, Movement. *Jenna would now have Light, Illusion, Illusion II, Influence, Summoning, Chi, and Blast. We've seen her cast the Light spell, she's definitely using Illusion and Illusion II, the Influence spells like Madness, Summoning a purple elephant, Chi to be able to create magic items, and the wiggly green worms are definitely a Blast effect.* Elementalists would start with (Blast?) Healing and three of (Earth, Fire, Water, Air, Life) Wizards would begin with Blast, Divination, Movement, Chi (only ones to start with it), (and Influence?) Everyone gets Chi for circle II (you can now make magical items), except for wizards, who pick up Movement or Influence or something. It's possible that there are just three other schticks that are important to mages that show up just as part of "And now you're another circle bigger" and not specially purchased advantages.