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Bone Dissolution can now only trigger once per round per triggering effect (turn, attack, necrotic damage). Upcasting still allows additional targets, but no increased initial damage. Added IgnorePreviouslyPickedEntities to spell flags.
Version 2.04.13
GitD somehow lost their Bone Zone alternative in TargetReqs when updating crawling gnaw stuff. Wow, actual non-Patch 8 BS.
Version 2.04.12
Fixed self damage on Minor Seal from 2.04.11 change.
Version 2.04.11
Removed scrolls from Tutorial Chest.
Implemented !add_valkranascrolls SE console command.
Heavy nerf to Unsealed Soul: Minor Seal damage = current HP / 2. Major Seal damage = current HP. Loc edits to match.
Minor edits to debug prints.
Version 2.04.10
Vastly increased gitd skeletons' jump distance.
Ensured all CRAWLING_GNAW_TECHNICAL considerations were being made for reanimation spells.
Version 2.04.09
Sharper toolbar icons for Dread Skeleton and Soul Secret. Bolder icons overall.
Added Troubadour spell list support (SE & non-SE).
Version 2.04.08
Refined Corpse Grenade and Rigged Graveyard target conditions by excluding certain tags, removing IsTargetableCorpse() from CG, and adding blockers to prevent cross-spell fertilization and or re-using the same corpse for CG (either from CG, RG, or AD).
Fixed CG scaling. It was one damage die too high at some levels.
Added TooltipPermanentWarnings to RG and CG.
Added GitD Skeleton glow to ToB transformation.
Ensured the glow was also properly applied to player GitD xform on failing the save when exiting ToB xform.
Version 2.04.07
Removed light remnant from NEF VFX.
Version 2.04.06
Dread Marksman had unintentionally received its extra attack early. Tehe~
Version 2.04.05
BlockRegainHP(Construct), SG_Exhausted immunity to skeletons.
Some Saving Throw proficiencies to GitD and Dread Skeletons.
IgnoreFallDamage(), Throw_ImprovisedWeapon to GitD.
Added Projectile_Jump_NPC score modifier to GitD Skeleton template so it's slightly more likely to jump in combat, but still not great at it.
Version 2.04.04
Units tagged AVATAR and PLAYABLE now exempted from AI Lesser Skeleport.
Version 2.04.03
Enabled combat log for several spell statuses, since disabling it prevents them from showing on tooltips.
Version 2.04.02
New Dread Skeleton spell icon.
Version 2.04.01
Added Valkrana's Soul Secret to all spell lists.
Added Valkrana's Soul Secret spell icons.
Removed Valkrana's Soul Secret from enemy mob applicator table.
Version 2.04.00
Fixed upcasting for Unsealed Soul for warlocks.
Removed scrolls from druid vendor at the Grove. It was a wild ride, but it's time he moved on.
Added a generic icon for Valkrana's stuff.
Move over Shadowfell, the Fugue's back in town. Added a hidden new 2nd-level spell, Valkrana's Soul Secret. This has yet to be added to spell lists, but I wanted to package it with this update for anyone interested. You can still find and learn it from spell scrolls.
Version 2.03.02
Negative Energy Field die sizes reduced to d8s.
Removed auto-revival outside of combat from Impart Undeath. Would you believe I've played a full BG3 campaign + over 350 tabletop sessions as an undead character with no extra healing at all? Ezpz bones over easy. (I haven't removed your regen healing.)
Detached Unsealed Soul target VFX from target so it isn't interrupted on kill.
Unsealed Soul loc change to child spells to add parenthetical about what the hell seals do without needing to reference parent spell.
Version 2.03.01
Better AI reckoning when using the AI version of Lesser Skeleport.
Added checks to Lesser Skeleport to filter out creatures that don't have a skeleton for both caster and target.
Lesser Skeleport text updated for better clarity wrt its intended function.
Removed some old edits to a few NPC GameObject nodes.
Pushed final attempt at GitD Skeleton glow from 2.03.0.01.
Version 2.03.00
Remainder of spells and most of their status effects have been given custom VFX: Shadowfell Salvo (now hurl actual skulls yeehaw), Bone Liquefaction, Corpse Grenade, Impart Undeath, Unsealed Soul, Rigged Graveyard, and Throne of Bone.
Added HandFX to Lesser Skeleport's cast animation.
Reanimation target somatic textkey recolored to fit better with the following VFX.
Minor loc update to Shadowfell Salvo.
A few spells were pruned of never used stats entries if I could be certain they wouldn't cause save issues.
Version 2.02.02
Fixed typo in Dread Skeleton upcast block's using reference.
Version 2.02.01
Glow-in-the-Dark Skeletons no longer automated by default. If you want them to be, Animate Dead++ and Automated Summons are both solid solutions.
Reminder that with 2.0, Glow-in-the-Dark Skeletons have a completely custom glow VFX. If you were using the reverted VFX, you should try without.
Version 2.02.00
New custom VFX for Arc Vivisector (original came with mod's initial release).
Arc Vivisector is now a Dex save like its tabletop version.
Added a check for INVISIBLE_HELPER tag to Arc Vivisector's TargetConditions.
Skeleton_Blood character block replaced with Sailor_Skeleton_Blood.
Version 2.01.01
FinalFinalFinalPrepareVFX_02(1)
Version 2.01.00
Fixed Dread Skeleton issue (old file with legacy byte-swapping that somehow got its bytes unswapped). This makes 2.01.00 incompatible with 2.00.00 and 2.00.01, but that's the better trade-off, since 2.01.00 is now compatible with earlier versions (and is correct besides).
Shifted color of a few VFX to something closer to Valkrana's cloak gradient—the blue was too blue before.
Added better birth VFX to Lesser Skeleport's sphere. (Nothing is more important than Lesser Skeleport, the true OG signature spell.)
Version 2.00.01
Leftover monster block line from feverish debugging.
Version 2.00.00
----- Custom VFX -----
Added a standard prepare animation and VFX for all Valkrana's spells.
New cast animations for Lesser Skeleport, Negative Energy Field, Glow-in-the-Dark Skeletons, Dread Skeleton
Added a bone explosion as part of the Corpse Grenade target VFX, and increased the explosion visual radius.
Glow-in-the-Dark skeletons now have a custom glow effect. This may have fixed the issue some of you were having, but since I can't reproduce, I wouldn't know.
----- Balance and Design -----
Glow-in-the-Dark Skeletons: 1 fewer skeletons per cast and spell slot level.
Corpse Grenade: Standardized upcast damage progression (extra die alternates between damage types).
Bone Liquefaction: Initial tick increased by 1. Initial tick damage now increases by 1 per spell alot above the 2nd (in addiiton to an extra target).
Lesser Skeleport: Standardized upcast duration progression (increases with 6th- and 9th-level spell slots).
Impart Undeath: I still don't like that this has healing at all, but I'll leave it to please y'all.
Negative Energy Field: Removed undead movement speed increase and downgraded Turn Immunity to Turn Resistance. Standardized upcast duration progression (increases with 6th- and 9th-level spell slots).
Unsealed Soul: Target must now fail a Wisdom saving throw for the spell to have any effect.
Dread Skeleton: Removed extra attack from 5th-level versions. Removed fighter progression from melee base to implement manual progression. Upcasting increases stats and adds abilities rather than reanimating more skeletons. Extra Attack with 6th-level slot. 9th-level slot gets ExtraAttack_2, Fighting Style, Undead Fortitude. Aura of Dread will now inflict the Frightened condition on enemies who fail a DC12 Wisdom saving throw. Succeeding makes them immune for a day.
----- Icons -----
Recolored all icons, tooltip icons, and controller icons to reflect the new standard prep animation. Similar to the gradient inner lining of Valkrana's cloak.
----- Fixes -----
Missing upcasts: Corpse Grenade and Throne of Bone were missing upcasts for spell slots of 7th-level and higher.
----- Loc -----
Updated and added relevant loc entries to reflect balance and design changes.
----- Other -----
Added a simple function for users with SE that might help with some of those corpses that like to stand back up (visually) after you've used Lesser Skeleport on them.
Corpse Grenade: Changed cast sound from some weird succ noise.
Version 1.31.19
Missed two typos. RIP in peace. This is why pros have editors.
Version 1.31.18
Polished loc. Also, partially moved away from following Larian's sometimes too-compact standard for spell descriptions that can omit info and read more like skills than spells.
Both Rigged Graveyard and Corpse Grenade have had their AoE distance increased from 4m to 4.5m for a clean 15 feet.
Version 1.31.17
Better Controller UI icons.
Version 1.31.16
Changed Spelllists.lsx to use the "MergedInto" attribute for non-SE users, and well, just a better practice for compatibility to begin with. Thanks, Celes. You're one of the good ones.
Version 1.31.15
Changed Dread Skeleton's helm to one that doesn't lip-smack pop off its head at higher zooms. Changed portrait to match.
Version 1.31.14
Dimension Door and Wall of Fire to Fiend spell list. Dimension Door to wizard(?!) and sorc lists.
Version 1.31.13
Small change to add a limiter to how VS spells are added to specifically-tagged creatures with SE.
Version 1.31.12
Fixed an oversight in removing reanimation death type limitations that allowed a corpse to be used more than once.
Version 1.31.11
Preemptively changed TargetConditions by removing khonsu because it inexplicably broke in AD++ despite changing nothing. Rather it work than spend more time troubleshooting needless khn.
Version 1.31.10
Creatures killed by fire, radiant, necrotic, acid, or any other particular damage type are no longer invalid targets for Glow-in-the-Dark and Dread Skeletons
Clarified Impart Undeath regen verbiage.
Version 1.31.09
Lowered chance that enemy mobs get VS spells.
If granted Lesser Skeleport from the above, enemies now get the AI version.
Added console version message.
Remove Justicar support (per author request).
Version 1.31.08
Dread Skeletons now have custom digs.
Version 1.31.07
Corrected an ipairs -> pairs in non-warlock mod compatibility code.
Version 1.31.06
Better controller UI icons. Better tooltip icons for Lesser Skeleport and GitD.
Version 1.31.05
Fixed Corpse Grenade animation.
Version 1.31.04
Fixed (innocuous) visual bug for prepped spell duplication during level up for Cleric, Druid, and Paladin.
Version 1.31.03
Added Mao the Vampiric Illusionist to exception list for spells.
Version 1.31.02
NPC's free Lesser Skeleport set to OncePerCombat.
Version 1.31.01
Just a quick "not Self()" to Skeleport's secondary activation so that AI doesn't use it on itself.
Version 1.31.00
Added the 5th-level spell "Valkrana's Rigged Graveyard" and its scrolls. Updated spell lists and other entries to include the spell.
SE: Spell list compatibility now automatically detects new spell lists for modded warlock subclasses, eliminating the need to update when a new one releases.
Glow-in-the-Dark Skeletons now have 100% more sheen, shine, and glow.
Fixed VFX for base Skeleport—only the post-cast activation had the correct VFX.
SE: Added Skeleport to undead and wizard Absolutists when using the Absolute Wrath mod.
Added AI_ONLY and AI_IGNORE to Skeleport's spell properties to help AI use the spell.
SE: Spells learned with the !learn_valkranaspells command now persist thru reload (changed from !valkranaspells). Added !unlearn_valkranaspells command.
Version 1.30.10
Updated NEF to properly heal valid player-characters in its area, and to play better with Path of Undeath.
Version 1.30.09
Added custom portrait for the Glow-in-the-Dark skeleton.
NEF now benefits all undead in its area, not just friendly undead.
Version 1.30.08
Added SE compatibility for First Vampire warlock.
Version 1.30.07
Impart Undeath can now be cast on undead provided they don't already have its flavor of undeath.
Added SE compatibility for Undying Light warlock.
Version 1.30.06
Added upcast description to Arc Vivisector.
Arc Vivisector 9th-level upcast now uses the correct spell slot.
Removed Wizard from list of creature tags to potentially learn Valkrana's spells.
Deleted some old commented-out chaff.
Version 1.30.05
Changed compatibility code to new Raven Queen mod UUID.
Removed second Celestial Warlock mod UUID from compatibility code.
Version 1.30.04
Lowered chance that x creature will get y Valkrana's spell to 33% chance per spell.
Added spells to the Justicar Rogue spell lists.
Version 1.30.03
Potential fix to interaction between NEF and hag clones.
Removed tag that filtered contructs out of NEF targets.
Version 1.30.02
SE: Added nil check in function prior to string.sub.
SE: Preemptively added Yara to exclusion list.
Version 1.30.01
SE: Added exceptions for almost all "class" archetypes from Valkrana's Skeleton Crew, since the archetypes are there for variety (to prevent them from all casting the same spells).
SE: Now flips a coin when determining whether to add a spell to prospective NPCs' repertoires.
Version 1.30.0
Added the Dread Marksman as a variant ranged option to Dread Skeleton. FIre bolts of pernicious poison today.
Fixed dead undead spamming combat log with fake regen during combat.
Version 1.29.08
Nil check added to compatibility script for targetList.
Version 1.29.07
May need to adjust the range, but Undead will no longer revive outside of combat if enemies are within 65 feet or so.
Version 1.29.06
Changed corpse grenade to no longer accept Self as a valid target so that undead enemies don't nuke themselves.
The Spellbook now handles its own spell list compatibility.
Version 1.29.05
Removed bundled Russian TL to support Russian TL mod here https://www.nexusmods.com/baldursgate3/mods/7075/
Version 1.29.04
Impart Undeath has been revised. Check new description. The change doesn't affect previously-applied instances of Impart Undeath.
Refined NEF application to avoid trailing damage bonuses.
Removed XP from Dread Skeleton if it was already there. I don't remember.
Version 1.29.03
Upcasted Bone Liquefaction now properly uses bonus action instead of action.
Fixed tick context for acid on necrotic damage for BL (not boys love).
Version 1.29.02
Marked Impart Undeath's necrotic reduction as a curse to ensure it's removed properly.
Made sure this mod's skeletons can interact with doors and objects even if user doesn't have AD++.
Version 1.29.01
Added Bone Liquefaction to stupid Bone-Learning Juice potion.
Reduced gradient mask intensity on Bone Liquefaction tooltip icon.
Resolved missing Bone Liquefaction scroll object entry.
Changed Bone Liquefaction upcast description to more fitting alternative.
Version 1.29.0
Added Valkrana's Bone Liquefaction.
Removed Unsealed Soul from enemy spell lists.
Version 1.28.03
Added CF support for Celestial Warlocks new UUID.
Spells added with the !valkranaspells command will now require spell slots as the gods intended.
Version 1.28.02
Added Graviturgy and Chronurgy spell list support for Compatibility Framework.
Added !valkranaspells SE console command that functions the same as the potion.
Version 1.28.01
Vanguard CF support.
Removed visual effect from Impart Undeath. VFX can be added manually by clicking desired party member then in SE console: Osi.ApplyStatus(GetHostCharacter(), "VALKRANA_UNDEATH_VFX_DUMMY", -1);
Version 1.28.0
Users with Script Extender will find that certain enemy spellcasters now have access to Valkrana's spells.
Version 1.27.38
Added CF support for Dark Hunger warlock.
Spruced CF code up a bit.
Version 1.27.37
Added Genie, Fathomless, and Warrior warlock spell list support to Compatibility Framework.
Added scrolls to Treasure Goblin loot table from The Hunted mod.
Updated Unsealed Soul description to specify that effects reset after a long rest.
Version 1.27.36
Fixed table issue with Magus CF compatibility.
Version 1.27.35
CF-related fix. Needed to update OnStatsLoaded function name.
Version 1.27.34
Changed function name and subscribed event for CF 2.6.x: Ext.Events.StatsLoaded:Subscribe(OnStatsLoaded)
Version 1.27.33
Added Magus spell list support to Compatibility Framework.
Changed Shadowfell Salvo to a d10 even though d12s are cool and need more love.
Version 1.27.32
Added Undead Warlock spell list support to Compatibility Framework.
Version 1.27.31
Added Artificer spell list support to Compatibility Framework, and updated Lua in so doing.
Version 1.27.3
Added Celestial Warlock spell list support to Compatibility Framework.
Version 1.27.2
Changed old Undead Patron UUIDs to new UUIDs.
Version 1.27.1
NEF no longer increases its own damage if you're undead.
Version 1.27
Added scripts to integrate Valkrana's Spellbook into Compatibility Framework, which means with that mod enabled, spell list conflicts should be a thing of the past.
NEF now functions as follows: its effects apply when a creature enters the area for the first time on a turn or starts its turn there.
NEF will no longer strip ANIMATEDEAD_ZONE status from Animate Dead++'s automation.
Better presentation of information in NEF spell and status descriptions.
Undead Warlock spell list support.
Version 1.26.2
Added respec group back to Bone-Learning Juice since it seems stable now.
Increased Lesser Skeleport's range to match its aftercast. (100 feet.)
Version 1.26.1
NEF will no longer apply Negative Energy Zone to objects.
Corrected Name UUID for Scroll of Valkrana's Throne of Bone.
Small loc corrections.
Version 1.26
Added Valkrana's Throne of Bone.
Fixed Unsealed Soul on the Bone-Learning Juice potion.
Better in-combat Rambunctious application and several other small fixes that cropped up during the process.
Version 1.25.7
Impart Undeath no longer secretly increases CON by 1.
Arc Vivisector's reanimation effect will only apply to humanoids.
Version 1.25.6
Fixed Skeleport re-cast being removed before durations ended.
Version 1.25.5
New Skeleport animation.
Increased Dread Skeleton weight.
Made sure skeletons can turn knobs.
Version 1.25.4
More 5eSpells compatibility (Nathair's Mischief)
Version 1.25.3
Negative Energy Field now allows reanimation without the corpse requirement. Added more pronounced visual effect for undead in its area.
Added DescriptionParams to Dread Skeleton upcasting.
Version 1.25.2
Yet another update for 5eSpells. (v1.1)
Version 1.25.1
Bone-Learning Juice typo.
Version 1.25
Added Valkrana's Unsealed Soul.
Added spell list support for Hexblade and Necromancy Expanded.
Fixed Russian TL.
Added Valkrana's spells to a few NPCs.
Version 1.24.2
Fix: Spent most of the day getting Undeath to persist after Impart Undeath has been removed from prepared spells.
Version 1.24.1
Hotfix: Remove on respec makes the Bone-Learning skills stay on always. Removed.
Version 1.24
Changed how GitD Skeleton automation is applied, and Rambunctious now makes them dance.
GitD Skeleton root template consolidated. Updated so that they're less likely to get lost.
Impart Undeath now also applies negative energy healing thanks to kashai's hard work.
Updated spell lists for 5eSpells 1.0.39.
Valkrana's Bone-Learning Juice should now remove on respec.
Version 1.23.1
Shadowfell Salvo upcast tooltip.
Version 1.23
Added Valkrana's Shadowfell Salvo.
Russian TL courtesy deathrowmy1.
Added base skillset to blood skeletons mainly for jump.
GitD Skeletons are slightly larger, have bigger bounding boxes, and automation is attached to RootTemplate and looks for combat more often.
Fixed Arc Vivisector upcasting to 7th+.
Version 1.22
Dread Overlord AI fix.
Version 1.21
Updated spell lists for 5e Spells 1.0.35
Added Valkrana's spells to the spell lists of the Dread Overlord subclass mod.
GitD Skeletons move faster, can jump, can throw (have 3 bones).
Dread Skeletons can use weapon attacks. Thanks for the tip, isamuchu!
Corpses should lie back down after you Skeleport with them. It's up to you whether you lie with them after.
Version 1.20
Added custom icons for all spells. Hooray!
Added custom spell animation for Arc Vivisector.
Changed Skeleport to Bonus Action.
Version 1.10
NEF now heals caster if undead. Updated visual effects. Slightly smaller area to better coincide with visual effect boundary.
Added upcasting for 7th-level and above to all spells that didn't already have it. Except GitD Skeletons, because I forgot. Next update.
Move over, Rary. Blow it up your ass, Bigby. Valkrana's signature spells are here. Adds 13 new necromancy spells crafted by the multiverse's most awkward necromancer. All spells can be cast by most classes with spell slots. What's new in 2.0? Custom spell VFX and animations, 13th spell, a balance pass, and changes to a few spells!
You can ignore the "[MISSING] Requires the Script Extender" warning in BG3MM. See "Script Extender Bonuses" below for more info.
Description: Animate a corpse or collection of bones to create 2 miniature glow-in-the-dark skeletons. These skeletons are brittle and deal chip damage, but maintain their utility, soak attacks, can combo with other spells or effects, and emit a mellow green light in darkness that illuminates a 5-foot radius.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target an additional corpse or collection of bones for each slot level above 1st.
Description: Launch 2 skulls straight from the Shadowfell at a target or targets within range. Each deals 1d10 necrotic damage, and has advantage against targets that are Heavily Obscured or in a Negative Energy Field.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create one additional projectile for each slot level above 1st.
Description: Overcharge a corpse or allied undead with negative energy, causing it to explode. All creatures within 15 feet must make a Dexterity saving throw, taking 2d12 necrotic + 1d12 piercing damage on a failed save, or half damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd, alternating between necrotic and piercing.
Description: You weaponize the necromancy fundamental to a graftling's caustic stomach acid. Target creature within range must succeed on a Constitution saving throw or become inflicted with Bone Liquefaction for one minute. Until the spell ends, the target suffers 2 acid damage at the start of its turn, whenever it makes an attack, or upon taking Necrotic damage, once per round per triggering effect. This damage increases by 1 per turn for the duration of this spell. Target must have a skeleton.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you may target an additional creature for each slot level above 2nd.
Valkrana's Soul Secret Casting Time: Action Range: 60 feet Duration: Concentration, up to 1 minute
Description: You ply a gray network, using spirits from the Fugue to extract a secret from even the most guarded soul. Each creature in a 5-foot radius of a point within range must succeed on a Wisdom saving throw or have its soul exposed, taking 2d6 necrotic damage on a failed save, or half as much on a successful one. On a failed save, an affected creature also can't benefit from invisibility or Sanctuary for the duration. Creatures with an Intelligence of 3 or lower, or that don't otherwise have a soul, are unaffected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the necrotic damage increases by 1d6 for each slot level above 2nd.
Description: You swap your skeleton with that of a corpse or allied undead within range, even if you can't see your target. Immediately after which, you swap the rest. For the spell's duration, you may use a bonus action to cast it again without expending a spell slot.
At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, the duration is 10 minutes. If you use a spell slot of 9th level, it lasts until a long rest.
Description: Infuse an allied creature with undeath. The nature of undeath means many spells and effects interact with you differently, or not at all. You are immune to disease and poison, and have advantage on death saving throws. While below 25% of your maximum HP, you regain hit points equal to your Constitution modifier at the start of your turn (minimum 1), provided you are not downed in combat. May be removed with Remove Curse.
Valkrana's Negative Energy Field Casting Time: Action Range: Self Duration: Concentration, up to 1 minute
Description: Channel a 30-foot field thick with necromancy that harms the living and empowers the undead. When an undead enters the area for the first time on a turn or starts its turn there, it heals 1d8HP, adds 1d8 Necrotic damage to its attacks, and gains Turn Resistance; a living enemy will instead suffer 1d8 Necrotic damage. Many reanimation spells don't require a corpse due to the abundance of negative energy in its area. Requires Concentration. 1-minute duration.
At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, the duration is 10 minutes. If you use a spell slot of 9th level, it lasts until a long rest.
Description: Release the seals on your soul. Target creature must succeed on a Wisdom saving shrow or take heavy force damage. Each seal released reduces your maximum HP by 33% and increases your spell save DC by 1. Cannot release seals if doing so would put you over three total seals released. Soul seals are restored after a long rest.
Release Minor Seal: Release one soul seal. Target creature takes Force damage equal to half your current HP. Your HP is reduced to 1.
Release Major Seal: Release two soul seals. Target creature takes Force damage equal to your current HP. You die.
Description: Animate a corpse or collection of bones to create an imposing skeleton that either fills nearby enemies with dread and steel, or with bolts dipped in pernicious poisons from afar.
Dread Skeleton uses a greatsword, and can frighten nearby enemies that fail a Wisdom Saving Throw.
Dread Marksman uses a poisoned crossbow, has gith progression, and can make a target vulnerable to poison damage.
At Higher Levels. Dread Skeletons are strengthened and have extra attacks when reanimated with spell slots of 6th-level or higher.
Valkrana's Rigged Graveyard Casting Time: Action Range: 60 feet Duration: Until dispelled or triggered
Description: You fetter and condense negative energy to rig all corpses within a 40-foot-radius sphere of a point within range. Whenever an enemy comes within 15 feet of a rigged corpse, the corpse explodes, and each creature within 15 feet must make a Dexterity saving throw. On a failed save, a creature takes 4d12 necrotic damage and is thrown 15 feet away from the blast. On a successful save, the creature takes half as much damage and isn't thrown back. The Corpse Preservation Bill prevents this spell from targeting the same corpse twice.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the necrotic damage increases by 1d12 for each slot level above 5th.
Description: Discharge a galvanized blast of necrotic energy. All creatures in a line 50-feet long and 15-feet wide must make a Dexterity saving throw, taking 3d12 necrotic + 3d12 lightning damage on a failed save, or half damage on a successful one. If a humanoid creature dies to this spell, its meat sloughs cleanly from its skeleton, and it is reanimated as a blood skeleton permanently under your control.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d12 for each slot level above 6th, alternating between necrotic and lightning.
Valkrana's Throne of Bone Casting Time: Action Range: Self Duration: 5 rounds
Description: Assume the throne of the Bone Emperor to take its form for 5 rounds, during which you gain a fraction of its skeletal puissance and an additional health pool. When the transformation ends, you must succeed on a DC 17 Intelligence saving throw or become a Glow-in-the-Dark Skeleton until your next turn.
General Notes
Found on scrolls and in level-up selection. Supports spell slots up to 9th level.
Looking to use Valkrana's signature spells in your tabletop campaign? Some have been scribed into her website.
Script Extender Bonuses [Optional]
Users with Script Extender installed will find that enemy spellcasters now have access to Valkrana's spells. This only applies to spellcasters that A. Have one of the following tags: undead, skeleton, Myrkul, wizard_necromancy; B. Have the appropriate spell slots for a given spell; and C. Roll a 20% chance to learn a given spell. Once these requirements have been met, a creature can learn a single spell from the Spellbook.
!learn_valkranaspells: In SE console, you can press enter ("S >>" should appear) then input the !learn_valkranaspells command. This will add Valkrana's spells to the currently selected character as always-prepared spells that still require spell slots. You can use !unlearn_valkranaspells to remove them.
!add_valkranascrolls: Input as above in SE console. Adds scroll to your inventory for each spell.
With Absolute Wrath active, "absolutist" creatures tagged as undead or wizard learn Valkrana's Lesser Skeleport.
Spell List Compatibility With Script Extender [Optional] Includes dynamic automatic support for modded warlock subclasses. SE spell list support also added for: Most vanilla lists, Artificer, Chronurgy Wizard, Graviturgy Wizard, Magus, Troubadour, Vanguard.
Without Script Extender Spell list support added for: Most vanilla lists, Artificer, Chronurgy Wizard, Dread Overlord Warlock, Graviturgy Wizard, Hexblade Warlock, Magus, Troubadour, Vanguard, Undead Warlock. Other class and subclass mods will need to manually add compatibility.
General Load Order 5e Spells Valkrana's Spellbook The Gunslingers Undead Soul Command Undead DreadOverlord DreadOverlord Add-On for Animate Dead Plus Plus Animate Dead++ Tombstone Undead Valkrana's Skeleton Crew Feat Valkrana's Skeleton Crew Valkrana's Undead Encounters Trials of Tav Valkrana's Skeletal Challenge Valkrana's Limited Edition Bone Valkrana's Skeleton Emporium Control Undead Complete Absolute Wrath Path of Undeath
Adding Spell Compatibility to Your Mod You can reference these spell names if you're looking to include Valkrana's signature spells in your mod. 1st Level: Target_Valkrana_SkeletalLemmings;Projectile_ValkranaShadowfellSalvo 2nd Level: Target_ValkranaCorpseGrenade;Target_ValkranaBoneLiquefaction;Target_ValkranaSoulSecret 3rd Level: Target_ValkranaImpartUndeath;Target_ValkranaSkeleport 4th Level: Shout_ValkranaNegativeEnergyField;Target_ValkranaUnsealSoul 5th Level: Target_ValkranaDreadSkeleton;Target_ValkranaRiggedGraveyard 6th Level: Zone_ValkranaArcVivisector;Shout_ValkranaBoneEmperor
"Difficulty, Immersion, Quality" Collection One of several "Valkrana's" series mods in this bonafide killer collection by BaldursGoonsack. Pry open a casket and crack open a brewski.
Thanks Thanks to alaskandan7 for valuable bug reports, isamuchu's insight wrt skeleton weapon skills, Antemaxx for a solid icon reference, and those like LaughingLeader and Norbyte whose contributions to BG3 modding have been invaluable. Celes for being a real stand-up feller, and offering tips and other vital info.
Mod Removal Removing a mod can require removing any elements it leaves behind. Be sure you no longer have any Valkrana's spells on any character (respeccing will remove most if not all), have unsummoned skeletons from the mod, and have used Remove Curse to remove undeath from Impart Undeath. You may also need to delete related spell scrolls. This isn't foolproof, but it's a start.
Installation Extract the .pak file and install with Baldur's Gate 3 Mod Manager. Set appropriate load order.