You could use Fate. Fate is a generic system that can do high fantasy just fine. It doesn't need a full party like D&D does. It handles social and physical conflict equally well. The way aspects work is very "As long as I can justify it in the story, it could happen". You can spend fate points as a player to alter the story, too, which is fun. I also like that it's generally "You can get what you want, if you're lucky or pay the price". "Succeed at a major cost" is almost always on the table.
The downside is it has big "tyranny of the blank page". D&D-likes you can just point at "Human Fighter" and go. Fate asks you to come up with your high concept, trouble, and background on your own. If you're creative and that excites you, it's freeing and exhilarating. If you're shy, it can be overwhelming.
The core rules don't have a detailed magic system. It's up to you to decide how you want it to work, or to buy a splatbook where someone else made a system. It's pretty easy to tinker with.
It's also up to the GM to make sure the threats are reasonable. There's no "CR" system like D&D. But players also always have the power to concede, where they lose the immediate conflict but survive. You don't have to worry about accidentally wiping the player(s) usually.
You could look for some PbtA games, which are extremely popular. I personally don't like them much because playbooks feel more like mad libs than creative writing. I also don't like the dice system, and often find it punishing to the point of not being fun. (I just played a PbtA game last night and don't think I rolled even a success on like 6 rolls in a row. I felt incompetent and it sucked).