Dungeons & Zombies is probably the closest thing we'll get to a generic fantasy Unisystem book. This book, along with Witchcraft or (preferrably) Armageddon and the AFMBE corebook (which add up to either $12, $27 or $42 depending on which ones you buy), are all you need to run and play a fantasy game far greater than D&D.
Dungeons & Zombies adds 2 character types, the Adept Hero and ther Talented Hero. Talented Heroes are nonmagical fantasy heroes such as rogues, fighters and rangers, while Adept Heroes are mages, psychics and necromancers. For cleric-type characters, it would be best to use the Inspired stats in the AFMBE corebook.
There are quite a few great Qualities and Drawbacks for both magical and nonmagical characters, but the best Qualities in D&Z (in my opinion) are the Racial and Profession Qualities. They are Quality, Drawback and Power packages that reflect the strengths and weaknesses of various fantasy races and classes such as elves, dwarves, rangers and paladins. Some even allow characters to exceed Attribute maximums or maximum ranks of Hard to Kill.
D&Z adds a Skill for shields (and stats for a few different types of shields), alchemy, rune carving (for magic item creation), and taunting. It also includes Armageddon's Magic Bolt Skill, allowing mages to progress faster with single-target spells than with other types of magic.
D&Z comes with some Invocations, Necromancy powers, and magic item creation rules. There are a few new uses for currently existing Invocations (Induce Sleep for Affect the Psyche, Sheet Lightning for Elemental Air, and Soulfire Burst for Soulfire. I may have forgotten a few). For necromancy, there is the Death Raising power, which allows you to raise zombies and give them extra powers. Magic item creation is based on the Rune Carving Skill, and requires Inspired powers. Magic items can be given bonuses to Armor Value, damage and accuracy. Some items can also be "charged" with Invocations or Necromancy powers.
I won't go into detail on the book's Deadworlds, but they are all great. The book also provides the stats for various fantasy monsters such as a dragon, goblins, orcs, minotaurs, and a griffon. It ends with a dungeon crawl adventure: The Tomb of Doom. Unlike the dungeon from which it got its name, you will find no save-or-die traps (or no-save deathtraps) but it can still be quite deadly, especially with the lethality of Unisystem combat.
This book is great on its own, but much better when supplemented by other Unisystem books. My first suggestion is Armageddon for both Lesser and Greater Invocations, as well as Primal Powers (which work well as powers for Clerics or Paladins of different gods), and Psychic and Necromancy powers. My second suggestion is Terra Primate, which has what amounts to a monster manual in the Appendix. The stats for monsters in Terra Primate are variable and most of them use a different formula for speed Endurance Points and Life Points, so there will be a bit of math for the ZM, but it is well worth the money.