Okay, so I took Haspen's Memory Magic Document, and made a few changes, chiefly:
1. I changed the spell list slightly, primarily by removing Physic from each list.
2. I changed the HP cost for Heal to 6, and Mend to 12. Not unreasonable, but certainly not the no-cost nonsense from before.
3. The Warp/Rescue has been changed to Warp only, so these classes can't drop a unit into enemy territory, and pull them out again next turn or whenever for a piddly 12 HP.
Please review at your leisure.
Whenever Druid/Lore Master/Sage reaches one of these, he can pick a spell listed on 'Call Magic' equal or lower than his level. Thus, the amount of 'Memory Magic' one spellcaster can have peaks at 10 spells, at lvl20.
Example: Druid reaches lvl2. Now he can memorize either 'Fire' or 'Flux'. At lvl4, he can also memorize 'Carrion' or 'Elwind' OR the spell he didn't choose at lvl2.
SPELL - HP COST REVISION:
DRUID:
Lvl 2: Flux: 1HP
Fire: 2HP
Lvl 4: Carrion: 5HP
Elwind: 5HP
Lvl 6: Poison: 2HP
Elthunder: 5HP
Lvl 8: Black Sword: 5HP
Mend: 12HP
Lvl 10: Nosferatu: 10HP
Sleep: 5HP
Lvl 12: Silence: 6HP
Gorgon's Eye: 8HP
Lvl 14: Hellthunder: 8HP
Carreau: 8HP
Lvl 16: Warp: 6HP
Luna: 10HP
lvl 18: Thoron: 12HP
Fenrir: 12HP
LORE MASTER:
Lvl 2: Lightning: 2HP
Wind: 2HP
Lvl 4: Flux: 2HP
Heal: 6HP
Lvl 6: Torch: 2HP
Elwind: 5HP
Lvl 8: Shine: 5HP
Mend: 12HP
Lvl 10: Thani: 12HP
Barrier: 5HP
Lvl 12: Soothe: 5HP
Kia: 5HP
Lvl 14: God Hand: 5HP
Vortex: 8HP
Lvl 16: Divine: 8HP
Warp: 6HP
Lvl 18: Fimbulvetr: 15HP
Aura: 15HP
SAGE:
Lvl 2: Fire: 2HP
Lightning: 2HP
Lvl 4: Thunder: 2HP
Heal: 6HP
Lvl 6: Poison: 3HP
Elfire: 5HP
Lvl 8: Shine: 5HP
Mend: 12HP
Lvl 10: Blaze: 8HP
Sharpness: 5HP
Lvl 12: Sleep: 6HP
Slow: 4HP
Lvl 14: Restore: 8HP
Carrion: 10HP
Lvl 16: Divine: 10HP
Warp: 6HP
Lvl 18: Thoron: 15HP
Fimbulvetr: 15HP
Edit: Fixed Formatting, adjusted lists so they all had the same number of spells.