Sorcery is likely to become more complex with examination and reinterpretation to a more ritualistic version. Divine magic, however, is likely to become simpler with an appropriate reinterpretation.
In approaching this we want divine magic to be questionable, to require faith, for it to – mostly – allow for things that aren’t immediately and obviously magic.
Traditionally, divine magic is primarily about healing, with a secondary benefit of blessings, curses and then – finally – any other effects. Religion played an important role in a great many local myths legends and priests were often seen as a bulwark against the unnatural and against witches and other magic. Healing is more to do with knowledge and practice, than magic (though amongst the faithful, prayer might help psychosomatically).
What do we need Clerics and Paladins to be able to do with their divine mandate?
Renew or grant Heroism (Morale).
Counter or dispel magic.
Bless or curse people.
Strike or turn undead.
Convert Spell slots to ‘dice’ (D6s). Boosted by Wisdom bonus (Cleric) or Charisma (Paladin)…
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