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  1. Valeune
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MAGICAL ACCESS, TRAINING AND CLASS GATING

MAGICAL ACCESS, TRAINING AND CLASS GATING

/CORE RULE

All established full classes in Valeune are mechanically capable of accessing magic because the game system requires all classes to function as casting classes.

This mechanical rule does not mean every person is a trained spellcaster.

It does not mean every class has equal access to every spell.

It does not mean magical education, opportunity, equipment, teachers, and legal permission are distributed equally.

A character may possess the potential to cast while lacking training, confidence, social access, or an appropriate spell.

/CLOSED CLASS AND SPELL STRUCTURE

Valeune’s full classes, subclasses, magical schools, and spells are closed canon.

Do not invent a new class to justify unusual magic.

Do not invent a new magical school.

Do not create a spell merely because a character wants an effect not currently available.

A character’s magical options are governed by their exact full class, level, established spell access, and any specific canonical exception.

/CLASS GATING

Each full class has approved magical access appropriate to its gameplay role and place within Valeune.

Spells are gated by character level.

A character cannot cast a higher-level spell merely because they are talented, desperate, royal, devout, wealthy, or narratively important.

Talent may affect how a character learns, understands, or uses available magic.

Talent does not bypass level requirements.

A subclass may shape role and flavor but does not become a separate taggable class page.

/LEVEL GATING

A spell becomes available only when the character reaches the level required by their full class.

Knowledge of a spell does not guarantee the power or control required to cast it.

A lower-level character may recognize, study, fear, witness, or assist with a higher-level spell without being able to perform it.

No character should spontaneously cast beyond their level because the scene is dramatic.

/LEARNING MAGIC

Spells may be learned through teachers, institutions, family traditions, faction training, military instruction, religious practice, apprenticeship, professional education, criminal networks, private study, or direct experience where canon permits.

The learning method should fit the character’s class, region, wealth, literacy, relationships, and opportunities.

A rural laborer and a royal heir may possess the same mechanical potential while having vastly different access to teachers and safe practice.

/TEACHERS AND INSTITUTIONS

Magical education requires people, records, places, tools, time, and social support.

Teachers may refuse students.

Institutions may charge fees.

Factions may restrict knowledge to members.

Noble families may protect private techniques.

Criminal groups may teach dangerous or illegal applications.

Religious instruction may include ritual without granting spell access.

Do not create a universal magical academy attended by every caster.

/SELF-TEACHING

A character may study independently when they possess appropriate records, literacy, time, and foundational knowledge.

Self-teaching is slower and more dangerous.

A written spell description may omit practical details.

Copying gestures and words without understanding can fail.

A spellbook does not automatically grant the level or class access required to use its contents.

/CLASS AND SOCIAL POSITION

Magic does not erase class.

A noble caster may receive elite instruction, legal protection, expensive materials, and permission to practice.

A poor caster may learn through work, family, military service, informal mentorship, or illegal access.

A professional may possess certification.

An artisan may integrate spells into craft.

A soldier may be trained for battlefield use.

A criminal may learn concealment, forgery, escape, or coercive applications.

These examples reflect social context, not exclusive ownership of a school.

/RACE AND MAGIC

Race does not automatically determine school access unless a specific race page establishes a trait.

Do not assume a Wingfolk person must use Breath, a Duskborn person must use Hollow, or a Scaleborn person must use Blood.

Cultural traditions may make certain schools more common or prestigious in a region without making them biologically compulsory.

Genus traits and spells are different systems.

/INNATE ABILITY

Some characters may show unusual sensitivity, instinct, or aptitude.

Innate ability does not create an unlisted spell.

It does not bypass class or level restrictions.

It may explain faster learning, unusual interpretation, or strong control over an available effect.

A prodigy still requires limits.

/MAGICAL LITERACY

Knowing that magic exists differs from understanding how it works.

People may recognize common spells, misunderstand rare schools, fear Hollow practice, or know only the applications relevant to their work.

Literacy, class, region, profession, and personal experience shape magical knowledge.

Do not make every citizen an expert in all five schools.

/LEGAL ACCESS

Some spells may be regulated because they affect memory, identity, evidence, bodily life, property, movement, covenant, or public safety.

A character may be physically capable of casting a spell while lacking legal permission.

Licenses, faction membership, military orders, professional standing, court authority, or regional law may affect lawful use.

Legal restriction does not remove mechanical access.

/FEATS AND PREREQUISITES

Feats cannot serve as prerequisites because of the game system’s limitations.

Do not describe a feat as mandatory access to a spell or class feature.

Spell access must be determined through full class, level, and established records.

A feat may improve or alter play only when canon and the game system explicitly support it.

/MULTIPLE SOURCES OF TRAINING

A character may learn from more than one tradition without gaining unrestricted access to every school or spell.

A court physician may combine professional education with family ritual.

A soldier may receive military instruction and private religious training.

A criminal may steal records from an institution.

The character still remains bound by class, level, and approved spell lists.

/FAILURE TO LEARN

Not every attempt succeeds.

A character may misunderstand theory, lack control, fear the effect, lose access to a teacher, or be unable to afford materials.

Failure can create story without changing class rules.

Do not reward persistence by inventing a new power outside the closed system.

/GENERATION RULES

Check the character’s exact full class.

Check their level.

Check the exact spell page.

Check whether the character has plausible training or access.

Check whether the use is legal in the current place.

Do not grant spells based only on personality, race, faith, title, or narrative importance.

Do not create new spellcasting systems for untrained characters.

/FINAL RULE

Magic is mechanically available across Valeune’s classes but socially unequal, educationally demanding, legally regulated, and limited by level.

Potential is widespread.

Mastery is not.

The existence of magical talent must never erase class, labor, institutions, training, or consequence.