Let's Go to Magic School
v1.1Best For
Groups who want to collaboratively build a magic school setting and play out the social drama of student life (friendships, rivalries, classes, and mastering spells) in a flexible, setting-agnostic fantasy framework.
Core Mechanic
Roll 2d6 + stat. On a 10+, full hit. On a 7-9, partial hit with complications or limited choices. On a 6-, miss: the GM makes a Reaction. Five stats: Virtue, Ambition, Learning, Heart, and Worldliness. Inspiration is gained on missed rolls; five Inspiration unlocks an advancement from the playbook.
The core rolls 2d6 plus a stat for full, partial, or missed results. It is a cozy PbtA game about wizard students, light on mechanics. Playbooks and the school setting carry it.
- Free to tryFull core rulesLegally free as an SRD, PDF, or official web rules
- Get it nowAvailable nowFree to download or read online
Not listed
We have not listed this book's reference tools. Very short games are read straight from the page, so there is nothing to look up, and some older entries have not been checked yet.
Highlights
Collaborative worldbuilding during setup defines the school, its magic system, principles, limits, and laws. 17 magic subjects organized into five tiers (Basic, Elective, Advanced, Forbidden, Lost) shape the school's curriculum. Spells are defined collaboratively during play rather than from a fixed list. Scrutiny system tracks institutional consequences for rule-breaking students.
Considerations
Requires investment in collaborative worldbuilding during setup; sample settings are provided but no full pre-built setting.
Rules license All Rights Reserved
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