This mostly works like GURPS Magic's Improvised spellcasting. There are several changes. The "weird verbs" like Create, Control, Transform will probably be house-ruled around. College Skill assumed Magery was capped at three, and we want Improvisation to start being useful around 5th Circle and get more so by eighth, so the new table is as follows: No points for each spell at 16- One point for each spell at 17-20 One and a half points for each spell at 21-24 Two points for each spell at 25+ Add them all up to see what your college skill is. So a character with Create Fire, Shape Fire, Ignite Fire, and Fireball all at 20 would have a college skill of 4. And it's still capped at 20. Note that college skill is not added to any stats, since it already incorporates your IQ and Magery modifiers. Also, it's expected that characters getting most use out of this will have IQ 17 and Magery 6 or so, so a single point in a spell gets it at 21, and ten spells gets you an improvised skill of 15. I'm considering removing the cap and adding a difficulty modifier of -1 per Circle of the spell. Improvising a spell should involve a magic theory roll, I think, with some penalties based on its complexity (see the SpellDesign rules). Optimizing (the process by which complexity is changed with an inverse change in Circle) an improvised spell should be impossible.