Looking through the Turakian Age magic system, I get the impression that clerical magic may be a tad bit too flexible.
Wizards are limited to specific specialities like necromancy, sorcery, elemental magic, etc. There's an individual skill that governs each.
Clerics can get by with the just the Faith skill for spellcasting, and, given the fact that the portfolios of the various gods cover almost every imaginable subject, just about any type of spell effect can be easily justified as "divine."
Which is to say, if a wizard wants to turn somebody to stone, shoot fire and levitate, he needs three skills to do it. A cleric can call on Korthund, Ophel and Sirella (respectively) and make his skill rolls for all three spells using the same skill.
Is this balanced? If not, is it unbalanced enough to cause a problem? Granted, clerics are obviously obligated not to offend the gods with their magic use, but as long as you don't have anti-social players who enjoy bedeviling the townspeople, the clerics and wizards are both likely to use their magic in the same way (thrashing the baddies), so this limitation often isn't a limitation at all for most players in most campaigns.
Thoughts?
BONUS QUESTION: Since the High Faith has so many gods covering so many concepts, it seems like its clerics have a big advantage in terms of justifiable spell effects over clerics of more "limited" religions, like that of Ulinoor the cat goddess. After all, it's a lot easier to exaust the possibilities of the whole cat schtick when buying spells that it is the collective portfolios of all the High Faith gods. Can this be a problem, as well?