The system is somewhat D&Dish but really geared for Con play. There's a copy of the rulebook on the website.
4 Classes... Hero, Mage, Cleric, Guardian (Fighter/Mage) ... Heros have a lot of 'Feat' options to make them into pretty much any sort of non-magic dude. A nice variety of racial types with specific benefits... The options carry over into all the classes though allowing each class to be rather customizable. Clerics are of 4 specific 'cult-like' religions... each getting special powers and restrictions...
The spell system is point based like RQ... but with level based progression... spells cost less to cast as you become more proficient... a level 1 spell costs much less to cast than a level 5... but the costs change as you progress in levels... becoming less and less costly as you become an ALL POWERFUL WIZARD!!!
ok.. got a little carried away there.
Anyway there are lots of manipulation options for spells that are really cool... as you become more powerful the easy spells can have all sorts of tricky little things done to them... you can extend them or increase the damage or area... it's a bit complex but great for the player who is into that sort of thing... while still being streamlined to run in a Con environment.
I'm still trying to decide what I'm going to play this year... maybe a Guardian or Hero.. I usually play a Cleric or Mage.