Ben Monroe's team did a great job with his supplement to Magic World. However, one of the player's in my game and I found Deep Magic, while a cool system, to be vague in key places and unwieldy in others. So, we re-wrote it to make it a little more in line with other spell casters in our game (a home brew that mixes Classic Fantasy, Magic World and trains and flintlocks).
I've made quite a few changes from Version 2; adding Planes of Magic, like the planes of existence to the Spheres of Influence. A Magi navigates them mentally (or through talent) to create miraculous effects. This new version allows access to other energy types, and with a little imagination will expand a Magi's repertoire of combat effects. Note that I've kept V2 up for those who prefer a system that more closely mirrors the effects of the original Deep Magic.
Note that a copy of Advanced Sorcery is required to use this re-vamp, and some of it is just copy-paste (to put all the info in one place).
I'd be happy to hear what you think of the changes.