TEXT: Tiny Magic 
  Companion
  A Basic Fantasy RPG Supplement
  Release 2
  Copyright © 2014 Alexander-Lars Dallmann
  All Rights Reserved
  Distributed under the terms of the Open Game
  License version 1.0a
  Basic Fantasy Website:  basicfantasy.org
  INTRODUCTION
  This supplement offers additional game options for player and non-player characters for use with the Basic Fantasy
  Role-Playing Game rules.  If you do not already have a copy of the Basic Fantasy RPG rules, please visit the website
  and download a copy
  Tiny Magic Companion
  a companion expansion for Basic Fantasy, and other old school role playing games.
  Progress in Magical Sciences
  Tiny Magic Companion describes an evolution of magic
  and  magical  research,  and  different  schools  of  magic
  adhering to various approaches to using magical energy.
  It is based on both the Tiny Hit Point Companion, and
  &Pain companion expansions.
  The following rules for magic can be used for all existing
  magic-user spells, cleric spells, and psionic powers.
  Standard Use of Hit Points
  There are two types of standard hit points: A creature's hit
  points generated by its hit dice, and hit points of damage
  scored  against  a  creature  (e.g.  by  rolling  1d6  after  a
  successful attack in combat.)
  Hit point loss has no consequence until the current hit
  point total drops to 0, in which case the creature is dead.
  Hit Points as Currency
  Tiny Magic Companion is based on the Tiny Hit Point
  Companion which  utilizes  hit  points  to  buy  in-game
  effects  in addition to standard hit  point  use. (That  is,
  reduce  a creature's  hit  points  by applying damage hit
  points at a 1:1 ratio.)
  Tiny Magic Companion allows a creature's (usually the
  caster's) hit points to be used for magic effects. Following
  the  rules  found  in  the  companion  expansion  &Pain
  instead of reducing a creature's hit points the damage hit
  points  caused  by  using  magic  can  always  be
  transferred to pain.
  Schools of Magic
  It is generally assumed that progress in the magic sciences
  will make the world a better place, and the art of magic
  safer for the casters, as well.
  Some  schools  have  found  ways  to  harness  magical
  energy, and control them safely. But the early approaches
  were different, more dangerous, wild even, and many
  magic-users, and clerics who used the power of magic
  had to pay a price: They had to release their life energy,
  and transform it to magical energy in order to cast spells.
  Or, more gruesome even, they used the life energy of
  other beings...
  The magic system of the Basic Fantasy core rules is safe
  to use, and research costs for spells are high. Neither
  caster, nor other creatures are harmed to release magical
  energy.
  But  some  schools  of  magic  use  hit  points that  are
  transformed  to  magical  energy. This kind of magic is
  quite dangerous. Spells, and rituals must be studied first,
  but generally no preparation time is necessary. As long as
  the required hit points are available the spells can be cast.
  The standard magic system requires the magic-user to
  study spells first, and  prepare them again before each
  time they will be used.
  True  magic is the safest, and most powerful kind  of
  magic. The few magic-users that were successful in their
  research of true spells guard them with utmost secrecy. It
  is rumored that powers of divine beings, and spirits are
  based on true magic.
  It is possible for a spellcaster to know, and use both the
  standard  magic  system,  and  hit  point  magic,  after
  initiation into both schools. However, hit point magic is
  
  A BASIC FANTASY SUPPLEMENT
  Tiny Magic Companion
  generally seen as a deviant form of magic. So, a caster
  initiated into the standard system may have to keep his
  knowledge of hit point magic secret.
  Standard Magic System
  The standard magic system requires the casters to think,
  and  plan  ahead  during  the  game.  This  includes  spell
  selection, spell research, resting, and spell preparation.
  Spells normally do not backfire.
  Preparing Spells
  Spells must be prepared with the caster fully rested. This
  companion expansion assumes that one game turn (10
  minutes) of preparation is required per spell level.
  Preparation time = spell level x 10 minutes (1 turn)
  E.g.: to prepare a 1st level spell the caster must be rested,
  and spend 10 minutes (1 game turn) to prepare the spell.
  A 2nd level spell would require him to prepare for 20
  minutes (2 game turns). If he was to prepare two 1st level
  spells, and one 2nd level spell it would take 40 minutes, or
  4 turns.
  If the caster is interrupted, or distracted while preparing a
  spell, the effort is lost, and the spell must be prepared
  from the beginning.
  If  the caster is not  fully rested,  preparation time may
  simply be doubled.
  E.g. Frith, a 1st level elven magic-user/fighter, is in the
  middle  of  a  dungeon  along  with  the  rest  of  the
  adventuring party. He wants to prepare a detect magic
  spell. After a fight with giant rats the party found a room
  suitable enough to lay low for some time, so Frith can
  prepare  the  spell,  while  the  others  keep  guard.  The
  preparation takes 2 turns (20 minutes) enough time for
  some wandering giant rats to come along. If they were
  detected, and Frith was attacked the spell would be lost,
  and had to be prepared again.
  Magical Research
  The Basic Fantasy core rules for magical research apply.
  Hit Point Magic
  Hit point magic must be learned, just as the standard
  magic-system.  So,  spellcasters  interested  in  aquiring
  access to hit point magic, must find a way to get initiated
  either  by  finding  an  appropriate  master, or  getting  in
  contact with a deity, or demon (see below.)
  Pain Magic
  Spells can be cast by spending an amount of hit points,
  that are deducted as damage from the caster's hit points. 
  If the &Pain companion expansion is used, these damage
  hit points may be transferred to pain. And the pain may
  be ignored for a while with a successful saving throw vs.
  pain (=death/posion). Note that both constitution, and
  wisdom modifiers are used with that save.
  Hit points are restored by normal means (rest, healing), or
  magic (healing spells, potions etc.) 
  Standard formula for hit point magic
  Spell cost = 1 + spell level x 2
  Thus a first level spell would cost 2 hp that are directly
  deducted from the caster's hit point total, and must be
  healed normally. A 9th level spell would cost 19 hp. A 0-
  level spell would cost only 1 hp.
  Some spells may require the caster to spend hit point
  permantently. They are deducted from the caster's hit
  point total, and his hit dice are recorded appropriately.
  E.g.  A  caster  (magic-user  level  3)  loses  2  hit  points
  permamenty. He reduces his hit point total by 2, and
  records his hit dice as 3d4-2.
  Using another creature's hit points
  A caster may use another creature's hit points to cast a
  spell, or perform a ritual. In such cases the caster must
  cause  damage  to  the  creature  (e.g.  by  using  a  ritual
  dagger.) The inflicted damage hit points can be used by
  the magic-user to cast the spell.
  It is possible to use this kind of magic in combat. The
  attacking  magic-user  must  successfully  attack  an
  opponent  and cause  damage. The scored damage hit
  points can be used to cast a spell in the following round.
  The GM may rule, that the energy is lost, if the caster
  takes damage before the spell is cast.
  E.g. a magic-user successfully attacks an opponent, and
  causes 3 points of damage with his staff. He harnesses
  the energy, and uses 2 generated hit points to cast a
  magic missile (1st level) spell (spell cost 2 hp), and the
  remaining hit point to add a +1 modifier to his AC against
  the next attack (see the  Tiny  Magic  Companion for
  further  details  on  using  damage  hit  points  for special
  maneuvers.)
  If the  &Pain companion expansion creatures that suffer
  hit point loss may transfer the damage to pain, instead.
  2
  
  Tiny Magic Companion
  A BASIC FANTASY SUPPLEMENT
  It  is  known  that  the  agents  of  some  magic  schools
  'outlawed' such practices, and hunt down anyone who
  performs these acts of magic.
  Optional: Deities, and Demons
  Quite a few entities gain their power by feeding on hit
  points  (ecstasy, and/or pain) of living creatures.  Since
  they normally cannot travel between planes, nor manifest
  deliberately, they sometimes seduce spell casters to bond
  with them, granting them some powers in return. The
  bond enables the entities to have some influence on the
  plane of the caster.
  The deity/demon can initiate the caster into the school of
  hit point magic.
  The  deity/demon  will  help  the  caster  during  magical
  research  (reduce  research  time,  resources,  better  the
  chance of success.)
  The deity/demon may grant special skills, and powers.
  Especially knowledge skills (secondary skills), languages,
  or for example saving throw modifiers.
  Clerics have a similar bond with their deity, and gain
  spell casting abilities, as well as the power to turn
  undead.
  Example: Bond with Deity/Demon
  This  bond,  and the powers granted to the  caster are
  meant to be an example, as different deities, and demons
  have various demands, and powers to grant.
  The  bond  requires  the  caster  to  spend  1  hit  point
  permanently. The bond can be undone only if the demon
  is destroyed, is given something in trade (e.g. another
  bond), or dispel magic (or another appropriate spell) by
  a  powerful  caster  (9th level)  is  cast  on  the  bonded
  character.
  One half of the damage hit points caused against other
  beings are for the deity/demon, the other half is stored by
  the deity/demon for a period of time (usually 1 day, or 1
  night) and can be used by the caster to cast spells.
  The demon feeds on hit point loss in a radius of 10'
  around the caster.
  The energy of hit points suffered by the caster is absorbed
  by the demon, as well. So, while the caster suffers pain,
  and loses hit points the demon feeds off the energy.
  The demon helps the caster during magical research, and
  grants the ability to read, write, understand, and speak all
  languages.
  Research in Pain Magic
  Research in pain magic is cheaper, and more painful than
  standard magic. Halve all costs from standard research.
  Casters  researching,  or  studying  a  new  spell  must
  successfully  save  vs.  death,  and  spend  the  necessary
  amount of hit points to cast the spell in order to learn it. If
  they fail the save, they may try again, if they have enough
  hit  points  left.  Hit  points  spent  in  this  process  heal
  normally.
  Optional: If the researcher is in bond with a demon, or
  other such being, research time may be reduced to a
  quarter of the standard time, and chance of success is
  doubled.
  Ecstasy Magic
  Spells may be cast by harnessing the energy created by
  experiencing  ecstasy,  and  enormous  pleasure.  E.g.  a
  caster who created 2 hit points of pleasure may use it to
  cast a 1st level spell.
  Energy  created  by  ecstasy  is  recorded  as  the  ecstasy
  status (xs). 
  Of course, it is known that agents of some magic schools
  'outlawed' these practices, as well...
  Research in Ecstasy Magic
  Research in pain magic is cheaper, and more pleasurable
  than  standard magic. Halve all costs. Casters researching,
  or studying a new spell must spend the necessary amount
  of ecstasy hit points to cast the spell in order to learn it.
  Optional: 0-Level Spells – Temporary Hit
  Point Loss
  0-level spells cost only temporary hit points which are
  restored after a short period of time (usually 1 round).
  True Magic
  The safest and most powerful magic are true spells, or
  true rituals, that can be used by anyone who knows, and
  correctly  pronounces,  or  performs  the  spell,  or  ritual
  respectively.
  Research for true spells needs special resources of money,
  time, and expertise.
  Even demons, and like spirits are forbidden to partake in
  the research of true magic.
  3
  
  A BASIC FANTASY SUPPLEMENT
  Tiny Magic Companion
  Open Game License
  INTRODUCTION
  Tiny Magic Companion: A Basic Fantasy Supplement (hereinafter “the
  Supplement”) is based on the System Reference Document v3.5 ("SRD"),
  which is Open Game Content.    The text of the Open Game License itself is
  not Open Game Content. Instructions on using the License are provided
  within the License itself.
  Designation of Open Game Content:  The entire text of the Supplement
  (except the Open Game License, as noted above) is Open Game Content,
  released under the Open Game License, Version 1.0a (reproduced below)
  as described in Section 1(d) of the License.  Artwork incorporated in this
  document is not Open Game Content, and remains the property of the
  copyright holder.
  Designation  of  Product  Identity:   Product  identity  is  not  Open  Game
  Content. The following is designated as product identity pursuant to OGL
  v1.0a(1)(e) and (7): (A) product and product line names, including Basic
  Fantasy Role-Playing Game, Basic Fantasy RPG, and BFRPG, as well as the
  phrase “make mine Basic”; (B) all artwork, logos, symbols, graphic designs,
  depictions,  likenesses,  formats,  poses,  concepts,  themes  and  graphic,
  photographic and other visual representations, including the “eye” logo,
  which is the personal mark of Chris Gonnerman for his various products,
  and  which  is  Copyright  ©  2002  Chris  Gonnerman,  and  the  “Scribbled
  Dragon,” which is Copyright © 2005 Erik Wilson; (C) logos and trademarks,
  including  any  trademark  or  registered  trademark  clearly  identified  as
  product identity by the owner of the product identity, and which specifically
  excludes the open game content.
  More information on the Open Game License can be found at:
  http://www.wizards.com/d20
  OPEN GAME LICENSE VERSION 1.0A
  The following  text  is the  property of Wizards  of  the  Coast,  Inc.  and is
  Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
  1.  Definitions:  (a)"Contributors"  means  the  copyright  and/or  trademark
  owners who have contributed Open Game Content; (b)"Derivative Material"
  means  copyrighted  material  including  derivative  works  and  translations
  (including  into  other  computer  languages),  potation,  modification,
  correction,  addition,  extension,  upgrade,  improvement,  compilation,
  abridgment  or  other  form  in  which  an  existing  work  may  be  recast,
  transformed or adapted; (c) "Distribute" means to reproduce, license, rent,
  lease,  sell,  broadcast,  publicly  display,  transmit  or otherwise  distribute;
  (d)"Open  Game  Content"  means  the  game  mechanic  and  includes  the
  methods, procedures, processes and routines to the extent such content
  does not embody the Product Identity and is an enhancement over the
  prior  art  and  any  additional  content  clearly  identified  as  Open  Game
  Content by the Contributor, and means any work covered by this License,
  including  translations  and  derivative  works  under  copyright  law,  but
  specifically excludes Product Identity. (e) "Product Identity" means product
  and product line names, logos and identifying marks including trade dress;
  artifacts; creatures characters; stories, storylines, plots, thematic elements,
  dialogue,  incidents,  language,  artwork,  symbols,  designs,  depictions,
  likenesses, formats,  poses, concepts, themes  and graphic, photographic
  and  other  visual  or  audio  representations;  names  and  descriptions  of
  characters,  spells,  enchantments,  personalities,  teams,  personas,
  likenesses and special abilities; places, locations, environments, creatures,
  equipment, magical or supernatural abilities or effects, logos, symbols, or
  graphic designs; and any other trademark or registered trademark clearly
  identified as Product identity by the owner of the Product Identity,  and
  which specifically excludes the Open Game Content; (f) "Trademark" means
  the logos, names, mark, sign, motto, designs that are used by a Contributor
  to identify itself or its products or the associated products contributed to
  the Open Game License by the Contributor (g) "Use", "Used" or "Using"
  means  to  use,  Distribute,  copy,  edit,  format,  modify,  translate  and
  otherwise create Derivative Material of Open Game Content. (h) "You" or
  "Your" means the licensee in terms of this agreement.
  2.  The  License:  This  License  applies  to  any  Open  Game  Content  that
  contains a notice indicating that the Open Game Content may only be Used
  under and in terms of this License. You must affix such a notice to any
  Open Game Content that you Use. No terms may be added to or subtracted
  from this License except as described by the License itself. No other terms
  or conditions may be applied to any Open Game Content distributed using
  this License.
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your
  acceptance of the terms of this License.
  4.  Grant  and  Consideration:  In  consideration  for  agreeing  to  use  this
  License, the Contributors grant You a perpetual, worldwide, royalty-free,
  non-exclusive license with the exact terms of this License to Use, the Open
  Game Content.
  5.Representation of Authority to Contribute: If You are contributing original
  material as Open Game Content, You represent that Your Contributions are
  Your original creation and/or You have sufficient rights to grant the rights
  conveyed by this License.
  6.Notice of License Copyright:  You must update the COPYRIGHT NOTICE
  portion of this License to include the exact text of the COPYRIGHT NOTICE
  of any Open Game Content You are copying, modifying or distributing, and
  You must add the title, the copyright date, and the copyright holder's name
  to  the  COPYRIGHT  NOTICE  of  any  original  Open  Game  Content  you
  Distribute.
  7.  Use  of  Product  Identity:  You  agree  not  to  Use  any Product  Identity,
  including as an indication as to compatibility, except as expressly licensed
  in another, independent Agreement with the owner of each element of that
  Product Identity. You agree not to indicate compatibility or co-adaptability
  with any Trademark or Registered Trademark in conjunction with a work
  containing Open Game Content except as expressly licensed in another,
  independent Agreement with the owner of such Trademark or Registered
  Trademark. The use of any Product Identity in Open Game Content does not
  constitute a challenge to the ownership of that Product Identity. The owner
  of any Product Identity used in Open Game Content shall retain all rights,
  title and interest in and to that Product Identity.
  8. Identification:  If you distribute  Open Game Content You must clearly
  indicate which portions of the  work that you are distributing are Open
  Game Content.
  9. Updating the  License: Wizards  or its  designated  Agents  may publish
  updated versions of this License. You may use any authorized version of
  this  License  to  copy,  modify  and  distribute  any  Open  Game  Content
  originally distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every
  copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open
  Game Content using the name of any Contributor unless You have written
  permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the
  terms of this License with respect to some or all of the Open Game Content
  due to statute, judicial order, or governmental regulation then You may not
  Use any Open Game Material so affected.
  13.  Termination:  This  License  will  terminate  automatically  if  You  fail  to
  comply with all terms herein and fail to cure such breach within 30 days of
  becoming aware of the breach. All sublicenses shall survive the termination
  of this License.
  14. Reformation: If any provision of this License is held to be unenforceable,
  such provision shall be reformed only to the extent necessary to make it
  enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000-2003, Wizards of the Coast,
  Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy
  Collins, David  Noonan, Rich Redman,  Bruce R.  Cordell,  John  D. Rateliff,
  Thomas Reid, James Wyatt, based on original material by E. Gary Gygax
  and Dave Arneson. 
  Basic Fantasy Role-Playing Game Copyright © 2006 Chris Gonnerman.
  Tiny Magic Companion:  A Basic Fantasy Supplement Copyright © 2014
  Alexander-Lars Dallmann
  Tiny Hit Point Companion:  A Basic Fantasy Supplement Copyright © 2014
  Alexander-Lars Dallmann
  Hit Points  as  Currency:  A Basic Fantasy Supplement  Copyright  © 2014
  Alexander-Lars Dallmann
  &Pain:  A  Basic  Fantasy  Supplement  Copyright  ©  2014  Alexander-Lars
  Dallmann
  END OF LICENSE
  4
  
SOURCE: textdata/thevault/Basic Fantasy/Basic Fantasy Supplements/Basic Fantasy Magic/Basic Fantasy Tiny Magic Companion [r2].pdf