Let's Go to Magic School
v1.1Core 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.
Best 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.
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.