LokiDR said:
I would much agree with a more customizable monk. But I also don't think that many of the standard spells work well for the monk. Spider climb, probably. Haste, maybe. anything evoke? no. illussion: not really. Maybe a host of new spells, or paladin spells cross over.
Well, since the "supernatural" abilites of a monk wouldn't come into play until higher levels, you wouldn't need that many of them. The monk's spell list would be about equal in length to the ranger and paladin.
Just off-hand, I can think of bull strength, cat's grace, haste, feather fall, jump, freedom of movement, spider climb, and pass without a trace.
Magic fang seems like a natural.
You can add air walk for a true Tsui Hark wire-fu effect. Blur might possibly work, too.
And don't forget about physical enhancement spells that are aimed at durability and endurance, such as endure elements, negative energy protection, and resistance.
Since the monk can heal his own wounds, regenerate might be a good, high-level spell.
There are also a lot of spells which would work very well with the monk's enhanced mental abilities. Darkvision, screen, nondection, undectable alignment, true seeing, and see invisibility. Invisibility to undead might work, too.
And, since monks are known for their unarmed combat, a few touch attack spells would work really nice. Ghoul touch seems in line with other monk paralyzing feats and abilities found in the PHB and OA.
I think if you go through the spell list in the PHB, it wouldn't be too difficult to come up with a good, ranger-length list.