VERY low magic + magical realism revolving around folk and oral tradition as well as esoteric thought and occult fixation. Magic shouldn't be about combat, or how powerful you are, it should be about the little things, the things that make it desirable and niche and completely within the bounds of myth and what people actually believed/viewed magic to be. The necessaries should be tricky/hard to find or work, as well as expensive and/or uninviting. The village "witch" is a witch because she knows how to cure smallpox and chicken fever and other "incurable" diseases, not because she can turn you into a frog or hurl lightning(that apparently doesn't respond like actual lightning a la D&D. derp). No silly projectiles! I despise most systems that portray magic as elementary and uninventive, something that history/mythology/folklore rarely portrays. Leave the powerful magic to the high ritualists and kabbalists who spend decades learning what they know. It is for this reason that I never e-v-e-r allow any child, teenaged or young adult "prodigy caster" character concept in any of my games. It stinks. Real bad. Magic should be about experience, knowledge and wisdom, not literal talent or something you're born with/have a knack for. You're not receiving ANY easy access to the hidden mysteries. You're working for it.
There was someone over at /cyoag/ who copypasted a whackton of ttrpg spells in such a manner, though in the All Magic Is Evil sense. It has been the basis for a few of the spells in my recently started rules-lite 17th century not!SolomonKaneButWorse campaign.