Yggdrasil's Gift of Knowledge

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kallamehr
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Yggdrasil's Gift of Knowledge

Unread post by kallamehr »

It is stated in Rifts Conversion Book 2 that Yggdrasil's Gift of Knowledge covers the following areas :- runes, mystic symbols, wards, spells including temporal and necromantic spells. Can it also cover spells like the African Witch Spells, Biomancy spells, Card Magic, Ludicrous Magic and so on or is it restricted to only the magic knowledge stated at the time of its printing? Can it also include magic from the books that come after its publishing such as Rifts Undersea's Ocean Magic and Rifts South America 2 Nazca Line Magic? Or even New West and Mystic Russia?

Would like some clarification on this.
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Re: Yggdrasil's Gift of Knowledge

Unread post by Glistam »

In my opinion, no. Based on what it provides I would say it grants the survivor the knowledge to cast spells only an Invocation mage, such as a Ley Line Walker, could learn. So I could be convinced to include magic such as Combat Magic, Nazcan Line Magic, Blue Flame Magic, Whale Songs, and other magics that say a Ley Line Walker could learn them. But not speciality magic like Biomancy, Ocean Magic, Elemental Magic, Shaman Magic, Living Fire Magic, etcetera.
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Re: Yggdrasil's Gift of Knowledge

Unread post by Nekira Sudacne »

kallamehr wrote:It is stated in Rifts Conversion Book 2 that Yggdrasil's Gift of Knowledge covers the following areas :- runes, mystic symbols, wards, spells including temporal and necromantic spells. Can it also cover spells like the African Witch Spells, Biomancy spells, Card Magic, Ludicrous Magic and so on or is it restricted to only the magic knowledge stated at the time of its printing? Can it also include magic from the books that come after its publishing such as Rifts Undersea's Ocean Magic and Rifts South America 2 Nazca Line Magic? Or even New West and Mystic Russia?

Would like some clarification on this.


It's unclear. the published lists of magic were all the magic that had been printed as of the time of it's printing. it has never been updated, so there is no clear way to say if it can grant such knowlege or not.
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Re: Yggdrasil's Gift of Knowledge

Unread post by The Beast »

kallamehr wrote:It is stated in Rifts Conversion Book 2 that Yggdrasil's Gift of Knowledge covers the following areas :- runes, mystic symbols, wards, spells including temporal and necromantic spells. Can it also cover spells like the African Witch Spells, Biomancy spells, Card Magic, Ludicrous Magic and so on or is it restricted to only the magic knowledge stated at the time of its printing? Can it also include magic from the books that come after its publishing such as Rifts Undersea's Ocean Magic and Rifts South America 2 Nazca Line Magic? Or even New West and Mystic Russia?

Would like some clarification on this.


Well if the magic was available to players at the time, but not included in the list of magic the tree would impart to you, then no, you wouldn't have access to them through that method.

As for spells that came after CB2's release, I personally would decide on a case-by-case basis.
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Re: Yggdrasil's Gift of Knowledge

Unread post by drewkitty ~..~ »

kallamehr wrote:It is stated in Rifts Conversion Book 2 that Yggdrasil's Gift of Knowledge covers the following areas :- runes, mystic symbols, wards, spells including temporal and necromantic spells. Can it also cover spells like the African Witch Spells, Biomancy spells, Card Magic, Ludicrous Magic and so on or is it restricted to only the magic knowledge stated at the time of its printing? Can it also include magic from the books that come after its publishing such as Rifts Undersea's Ocean Magic and Rifts South America 2 Nazca Line Magic? Or even New West and Mystic Russia?

Would like some clarification on this.

The magic gained are only invocations, Necro, and temporal spells as per the text as written. It would take a GM'f Fiat to switch out or add other specialty magic types.

The invocations...I would rule that the char would only have the basic spell set presented in the Main Book of the setting the char is from for their initial set of spells that the char has in the front of her mind that she knows she has and it would to take 1d6 minutes thinking/meditating about magic to be able to drag how to cast a 'invocation' that is presented outside the set of basic spells the char already has.

Things like African Witch Spells, Shamanistic, Biomancy, Ludicrous, Trickster (playing card magic), Line Drawing magic, War, Blade, Laser, Card (related to circle magic), Chi, Song, Zodiac, Mirror, Flesh-sculpting, Cyber, Blood, Demon magics are all specialty magics. And takes GM ruling be switched with the necro specialty magic to be available as part of the gift.

Things like Space magic (F3G) are more in the category of rare invocations.
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Re: Yggdrasil's Gift of Knowledge

Unread post by eliakon »

One can look at the magic that was in the game up to that point that was not given (full Rune magic, Circle Magic, Ward Magic, Warlock Magic, Herb Magic, African Magic, Rain Dances...)
And draw the conclusion I believe that one only gets the listed magic.
As for what "Invocation" covers individual GMs will have to make some decisions on which of the 'sub-schools' of 'invocation' magic would be available. For example, Chi Magic can be converted to Invocations, so it they may or may not fall under the 'all invocations' rule. Demon Magic is described as "dark magic related to necromancy"...but anyone can learn it (if they don't mind the evil of course)...does that make it an invocation or a nasty specialty school? (or both). Blue Flame? Koralyte? Both are tiny sub-schools of invocation spells....but they also can normally only be learned by special training (thus for example a normal wizard can't just 'figure them out')
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Re: Yggdrasil's Gift of Knowledge

Unread post by kallamehr »

Thanks for the info, everyone. Think I will go with case-by-case basis.
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