Will use the Simple RPG System http://dmsteve-jp.tripod.com/
Its just two pages for the basic rules.
Its the time of great adventure when warriors stood tall and magic lived in the mists of legendry. Ever see Sword and the Sorceror, Barbarian Queen, Deathsalker and other really cheesy fantasy movies well there you go!
Players will be in a gritty magic world where spell hurling is kind of rare, adventure is in the offing and savage beasts stalk the world. Be any sort of character you want within reason I'm pretty liberal on that and character generatio is easy your heroes so:
Archetype: Just a descriptor as to your character type you are just one to three words will do.
Stats you get 12 Points.
Skills you get 12 Ponts.
Flaws & Weakenesses Optional: You may take two that add one skill point each, I will use these and they must make sense for the character. [GM Approval Needed]
Magic will come in three sorts:
Magic Rote (That is a skill as in you want to shoot Mage Fire like in the Legend of the Seeker its a Skill.)
Drawback: You lose soul point for using such a skill successful or not.
Ceremonial Magic (That is you do a Ceremony with Stuff to Make the Magic Work, Popular with Summoners and People that Make Magic Items ... See Next Category.)
Drawback: Need to do a ritual so takes time and perhaps very rare components, lose 1 to 6 Soul Points if making a Magic Item (they do not have to all come from the magician but half must, you can pemanently reduce your Soul by 1 to get 6 Soul Points if you want to and sacrificing people can give 1/2 sould point each more for virgins and the like) Also you need the appropriate Ceremonial Magic Skill for each feature you try to use if you want to make a ring with a spirit in it you need Artificing, Summons and Wards to make the item and put in the spirit and bind it to the wearers service.
The skill for this is Ceremonial Magic (insert type - artificing, healing, summoning, wards are most common - others possible see GM)
Magic Items (No skill needed to use and covers all sorts of magic items from potions which are the most common to powerful items of magic beyond the making of any living race - may use up a skill to start with an item of a permanent nature see GM.)
Soul Point Recovery: Magic Rote 1 per Hour, Ceremonial Magic 1 per Day (summoning a creature may demand controlling it in which case recovery is limited to your total Soul Points minus 1 while you control it).
Magic of a religious nature from a diety is no different in fnction save the source of the magic.
Starting Gear: One weapon for each you have a skill for and four other items, you get a suit of clothes to your tastes not overly expensive.