OK, here is how I'd deal with other types of magic if I had to use the DFRPG for them;
Channeling of the True Source [-5]
A channeler of the Wheel of Time series has access to what is effectively Sponsored Magic equivalent to Soulfire. Channeling the True Source enables all Thaumaturgy effects as Evocation, but the channeler must be taught the general effect (i.e. creating fire, controlling wind, physical blocks, healing and opening gateways are basic effects) or discover it through experimentation. Via experimentation, a channeler can discover new effects on his own-roll discipline vs conviction per attempt; a failed roll means he draws as much power as he can and not a small, controlled amount. Then roll again to control the power. If the control roll fails, all of the power goes to backlash. Typically untaught channelers have 75% chance to kill themselves before they learn enough. Experimenting with individual weaves (spells) causes fallout instead and on a failed control roll, only the excessive power becomes fallout.
Male Channelers get +1 to Power for all types of magic. Female Channelers get +1 Control to all types of magic.
A Channeler can use "sponsor debt" to overchannel, casting small spells for free or bigger spells than he normally can. Those future unavoidable compels can be used in subsequent encounters to reduce either Power or Control for spellcasting (spread evenly). They are persistent; unless paid off by a Fate Point when the channeler is not actively using magic, they can be compelled repeatedly. A channeler can typically accumulate up to the average of his power and control in Debt before being cut off from the source. If the channeler is willing to sacrifice his ability, he can accumulate up to twice that in one encounter but then takes the "Severed from the Source" extreme consequence.
Channeling the True Source uses Refinements normally for the standard elements of Fire, Air, Water, Earth and Spirit.
Channeling does use focus items and enchanted items. However, an Angreal costs 4 focus item slots per +1 bonus but its bonus applies to all spellcasting rolls. Sa'angreal offer a bonus of +4 or higher but require "Item of Power". For example, Callandor offers a +10 bonus for -18 refresh as an Item of Power.
An average channeler is submerged, typically leaving 5 refresh open to pay off overchanneling Debt when he or she rests. They have Wizard's Constitution and live a bit longer than DF wizards (600+ years)
DnD Wizardry [-5 to -17]
A DnD wizard gets a lot of power but far less flexibility than a DF wizard. At its most base, the DnD wizard gets to cast both evocation and thaumaturgy spells at the speed of evocation. He casts spells with a Power equal or less to his Lore -2 but he must memorize those spells in advance; he gets 5 slots per session to fill with spells. He makes the control roll (using discipline) to store the energy in his mind and, as if doing a ritual, he can memorise more slowly, spreading the energy so there is no chance of backlash or fallout. When releasing the spell, he only needs to make a discipline roll to target it. He gets specialisation and item slots as if he had evocation and thaumaturgy, boosting Power or Control on the following types of magic; Evocation, Enchantment, Illusion, Transmutation, Divination, Abjuration, Necromancy and Conjuration.
The base ability costs [-5] refresh. For an additional -1 refresh the wizard puts into DnD wizardry, he gets 5 more slots, memorizing spells of Power equal to his Lore -1. For the next point of refresh he gets 5 more slots equal to his Lore. And so on until he takes the full -17 refresh, memorizing spells up to Lore +10.
A DnD Wizard will also take Refinements for foci and enchanted items (representing DnD magic items) and Specialisations (representing metamagic and other magic-boosting feats). An average lvl 10 wizard is refresh 9 for his magic only, another 9 or more for refinements. An epic wizard could easily be -40 refresh; -17 for his spells, -17 for refinements, -3 for stunts and another -3 to take true Thaumaturgy to represent Epic Magic.
Wand Magic [-2 to -5]
A wizard of the HP universe -or other similar wand based caster- replaces Evocation with Wand Magic. They still get Thaumaturgy but not The Sight, Soulgaze or Wizard's Constitution. At its most basic, this form of magic requires a Wand [+2] and is treated as ranged mental maneuer or block at Conviction +2 to hit [-2]. They don't need to make a control roll. A budding caster usually has only a couple effects he can do [-1]. For someone studying magic enough to learn multiple spells the ability is treated as modular instead as they can spend a few moments (an exchange) to remember a new spell [another -1]. Once a wizard has grown strong enough to cause harm with his magic, it can also be used as Weapon 2 [-1]. An average wizard would use it as weapon 4 [-1] and would only need a supplemental action to use a new spell [-1].
Master Wizards can take Refinements for Wand Magic, upping their skill with one of the following spell types; elemental, enchantment, illusion, transfiguration, transportation, protection, curses, healing, divination, dark magic. Rules for bonus pyramid still apply. The bonus can be added effect's power, the wizard's attack roll, or split between the two. Thaumaturgy bonuses are as per normal. Wand Magic does not use or benefit from Foci.
(Wand Magic is based on Modular Abilities used for a broader version of Incite Emotion. About half as powerful as DF spellcasting but they can use it all day long.)