So, been busy the last couple of days trying to work out the one really complicated part of my little project: the planned expansion of my Appendix P rules (first seen in Dark Albion), to a more general rule-set for highly 'medieval authentic' OSR gaming.
The hard part, of course, being the magic. If I want to make the system more Medieval Authentic, the main thing I need to get rid of is the Vancian spellcasting. Clerics and Magic-users will instead have magic (miraculous powers in the case of Clerics, lores and magical techniques in the case of Magisters) that are simple and generally based on medieval perceptions of how magic worked.
Clerics will have considerably less variety of abilities, but will be able, at higher levels, to make recourse to direct divine interventions. Naturally, these will have a lot of terms and conditions that apply, and can't just be flung around frivolously.
Magisters will have a set of fairly varied magical techniques, but many of them will require either time-consuming rituals to perform, or they will require the creation of talismans or other objects. Thus, the utility of a Magister in combat or adventuring will depend on their level of preparation.
So here's a very basic outline of the powers I'm considering for the two classes. Note that this is not yet definitive and my list might yet change:
-Divine Intervention (higher level)
-various non-magical lores (knowledge), including chemical alchemy, apothecary/medicine, and languages.
-Banishing and purifications
-True magical alchemy
-And of course, the Summoning/Binding of demons and spirits.
So that's what it's looking like so far. Feel free to share any thoughts!
Currently Smoking: Lorenzetti Egg + H&H's Chestnut