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  1. EldritchArchlich
    EldritchArchlich
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    Announcement 25.9.2024 Undead Soul Revised - Coming probably this year
    This mod will be revised for The Boneyard Series. Check my profile or look up in search bar for already released mods in the series. This version still works and can be used as it is.

    Announcement 
    5.08.2024 Undead Soul - Ascension Update - Coming this year

    Yes, inspired by Dread Overlord I figured few things that can make my class more interesting. Including:
    1) Revised Undead Arcana spell list (now 5e Spells and Valkrana's Spellbook required)
    2) Reworked Mortal Aegis and Deaths Embrace features, now also depending if your character is undead or not (integration with Ghastly Ghouls/Impart Undeath/Basically any Undead Tag).
    3) Undead Soul is inherently connected with negative energy and necromantic powers, so why Necromancy of Thay had no interactions? Well, because I did not thought about it. New passives: Cursed Tome: The Begining and Cursed Tome: The End given after reading and deciphering Necromancy of Thay. Helpful for both, empowering your undead minions and dealing tremendous necrotic damage.
    4) Some items will have special interactions (well maybe I was inspired too much by Dread Overlord)
    5) Maybe even more, will see about that
    6) Also coming with Necromancy Wizard dialogue Tag
    7) By the way accidentally I found out that there is sublcass icon mod for this class! Here ya go: https://www.nexusmods.com/baldursgate3/mods/8807 and dont forget to give thanks to the author. I give mines too!






    Announcement 19/03/2024
    Hi everyone! Since I do not have even time to play myself I consider this mod finished. I will try to fix any bugs/incompatibilities that are reported (so feel free to report). But otherwise I do not intend to create more features (that can change in future). Thank you all for appreciating and using this mod :) Sadly submods icon creators did not respond to my messages so we are stuck with generic subclass icon (but feel free to create it yourself and publish! or any other submod for this mod!).  



    Valkrana's Edition & Alternative I

    New optional files.
    Valkrana's Edition changes Undead Arcana spells to those from Valkrana's Spellbook. Requires main mod and Valkrana's Spellbook mod.
    Alternative I changes Undead Arcana spells: Blight -> Vampiric Touch, Create Undead -> Harm. Requires main mod.

    Update 2.0.0
    We moved out of alpha, now we are in the state of somewhat beta, but everything should be working. Expect minor changes from now on and bugs (hopefully not)
    Should be safe to just replace file, spells and effects should be granted according to your level

    Undead Arcana -> Added Inflict Wounds at level 1, added Contagion at level 9
    Death's Embrace -> Moved to level 6, effect: resistance to necrotic damage, your own necrotic damage bypass necrotic resistance (not immunity)
    Death's Gift -> Moved to level 10, restricted usage to once per long rest, reduced sorcery point cost to 3

    Update 1.0.2
    Fixed insta xp bug

    Initial Release - Alpha
    What alpha means? Features should be working, but there will be bugs, and balance to be made. Expect bigger changes. Not recommended for honour mode yet (because of single save).
  2. jonathancross91
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    Any updates on the announced update? Looks amazing even if only part of what was announced 
    1. EldritchArchlich
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      @jonathancross91

      The update currently will came with The Boneyard series, the first part (and smallest) is already released. Spells revised and necro grim will come probably this month, revised Undead Soul after them. As per ascension and armaments I cannot proximate date yet.

      https://www.nexusmods.com/baldursgate3/mods/11682

    2. AluxesXD
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      Really looking forward to the release of the updated mod. I'm planning an Aasimar Lich, and I want this to be the class for it. But I really want to wait for the rework so I don't have to start over halfway through. Any chance you could make an optional version that would have Medium/Heavy Armor proficiencies as well as Glaive proficiency so this class can run the Deathsong Set and Myrkul's War Scythes without needing to invest feats or anything?
    3. EldritchArchlich
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      Will definitely think about it! But don't wait for rework and play as it is :) (also because i cannot estimate rework date, it's all taking longer than i thought).
  3. linition
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    Hello, can I use this without Compatibility Framework and without Script Extender if I don't need subclass compatibility?
    1. EldritchArchlich
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      Hi, if you don't use other subclasses and (not sure) spellmods, the core version (not Valkrana's) should be totally compatible.
    2. Chugumbius
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      So what happens when i level up with Expansion mod ? Base sorcerer class progression ? 
    3. EldritchArchlich
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      Probably yes after 12 level
  4. freak4jesus
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    Any chance at a level 20 version?
    1. EldritchArchlich
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      Hi, unfortunately not in near future.
  5. dreadoverlord
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    oooh this looks great plus it's charisma-based
    1. Xathos
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      You... you realize D&D sorcerers have been Charisma-based for almost a quarter of a century now... right?
    2. haileyboo
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      assuming they meant to the counterpart necromancer that is wizard, an intelligence-based class
      a charisma based sorcerer-necromancer is what's great c:
  6. AustralianWiFi
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    I assume this doesn't add the Necromancer dialogue tag, does it? What dialogue options are actually used for this?
    1. EldritchArchlich
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      Hmm didn't think about it. I think it just basic sorcerer tag. Will have to look if i can add necromancer dialogue tag (tbh i didn't even remember there is one).
    2. AustralianWiFi
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      Yea I don't even know if regular Necro wizard has unique dialogue to be fair, but if there is it'd be great to have that dialogue while using your mod! (if it's even possible)

      Also, +1 on the custom class icon if you're able to do that too! Maybe reach out to the modders who are creating them for other sub/classes :)

      imo yours is the best necro subclass out there, so it'd just be even better if it had the extra bit of polish!
    3. EldritchArchlich
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      Thanks, will try to do that :)
    4. actualsailorcat
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      Necro wizard does have unique dialogue. You can try to add a Tag(WIZARD_NECROMANCY) boost to the class. The UUID for the tag is WIZARD_NECROMANCY_90d7fbd5-1264-4bd6-93ba-67c2116e6ab0. Thanks for the Valkrana version. That's very cool.
  7. DemonEyesZero
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    Do this have custom icon?
    Edit: Just check and no custom icons, any plans for custom icon in the future?
    1. EldritchArchlich
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      My graphic skill are well... not great. So i would love to include icon if someone would create it, but otherwise i will have to ask my friend and it will take time. So in future probably there will be one.
    2. DemonEyesZero
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      I say try asking Dragonify03 he/she do tons of icons, i use ai one here that he made of icons for here https://www.nexusmods.com/baldursgate3/mods/4216
    3. EldritchArchlich
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      Thanks for reference. I will reach out in my free time!
  8. Cocuba101
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    Yo, giving feedback (honour mode perspective)

    I have no experience with making mods so no comment about compatibility. 

    I also haven't yet PLAYED this sub, so this is a dry critique. For the most part I can see heavy inspiration from the Necromancy subclass wizard, but with weaker features. This is kind of fair imo, as BG3 sorc is generally stronger than BG3 wiz, unlike tabletop.

    Features:
    Mortal Aegis
    Very similar to draconic bloodline sorc, swapping the AC bonus for death save proficiency. Result is about a spell slot per day weaker due to mage armour.

    Undead Arcana
    Nice, thematic spells added to a spell deprived class. 
    - I would personally suggest adding a 1st level spell to this list, as currently speaking you get about squat all combat power at lv 1 and 2 with this subclass.

    Undead Thralls
    Looks like a carbon copy of necro wizard, but without the ability to raise an extra corpse. Looks fine.

    Death's Embrace
    It doesn't say in the description, but if this comes at level 6 then it lines up with the draconic bloodline resistances. I think this is fine, you trade a bit of extra power at this level for a really weak subclass level 1-5, which is fair.

    Death's Gift
    This feature is very, very strong, but very expensive. Its almost playstyle warping in power, but at the same time its level 10. (I'm assuming its level 10 because BG3 progression, it doesn't say). I think this is fine purely due to the expense, as you'll realistically be able to use this once or twice a day if you're using sorc points for general sorc play. 

    Overall
    This smells like a very supportive sorcerer sub. Extra bodies in the fight is useful for absorbing damage, and these do a little more damage and tank a little more health. If I were using this in honour mode, my sorc would be probably 10sorc/2 warlock and focused on twin-spelling haste while using my thralls to distract archers and shepherd mobs into aoe clumps. 
    I do expect this to fall off in a sense toward later game. Your thralls aren't tanking steel watchers or any of the later boss fights, and your spell options aren't exactly... stellar. Your lategame play will revolve around generic supportive sup with eldritch blast, then the ability to reaction heal an ally for a ton. 

    Strength: Low~Medium, but game warping feature at 10
    Theme: Great

    Suggestions if you care:
    1: Add a spell known to level 1, or perhaps buff mortal aegis a touch. Keep it weaker than draconic at this level, but give it something at least.
    2: I would honestly suggest reducing the cost of Death's Gift, but make it usable once per long rest. As it is, it kind of encourages you to horde sorc points and makes the balance of those a bit less fun. Making it 3 points to use, but once a day frees that up a lot, imo.
    1. EldritchArchlich
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      Firstly I would like to say, thank you, this kind of feedback is priceless to me.

      "I would personally suggest adding a 1st level spell to this list"  - I agree, which spell you think would be best? Ice knife is quite nice spell and thematic, false life while thematic, well sometimes useful, Ray of Sickness well, never used it xD, i think shield/mage armor would be also nice because its i think must have anyway and its in line with Mortal Aegis

      Undead Thralls - Hm if i would copy full wizard ability (meaning additional target) would it be better?

      Death's Embrace - It comes at level 9 (first table has level for passives) and now i think its kinda too weak for that level, so i think about adding this passive to it "Additionally, when you cast a necromancy spell or cantrip, and use a metamagic option as part of its casting, reduce the cost of that metamagic by 1 sorcery point (to a minimum of 1) and move to level 8"

      Death's Gift - Yeah i like that idea, i will restrict it to one per long rest in future release and reduce the cost

      Once again thank you and hope for more feedback
    2. Cocuba101
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      Hopefully its useful in some way!

      For a 1st level spell, false life is fine for a warlock because its free but generally meh. I would suggest Inflict Wounds. Its a straight damage necrotic option, but is also melee so gives sorc an innate melee option.

      Honestly I think thralls is fine being a bit weaker than wizard. Sorcerer is innately stronger as a class in BG3, so the features of the subclass don't need to be as strong.

      Death's Embrace - So. BG3 has subclass progression at 1/6/10, so at lv 8 or 9, its out of sync. As an addition to thralls at 6 I'd argue its perfectly balanced with everything else going on. If you really wanted to make it an odd level, I'd suggest tacking it on to Mortal Aegis with a 'Additionally, once you reach 9th level, you gain resistance to Necrotic damage.'. This is just more in line with wording in dnd5e generally, so easier to read (at least personally).

      Regards
    3. EldritchArchlich
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      It is!
      So I prepared new version but before i release it, i wanted to ask you if it is not overkill xD

      Changes:
      Undead Arcana -> Added Inflict Wounds at level 1, added Contagion at level 9
      Death's Embrace -> Moved to level 6, effect: resistance to necrotic damage, your own necrotic damage bypass necrotic resistance (not immunity)
      Death's Gift -> Moved to level 10, restricted usage to once per long rest, reduced sorcery point cost to 3

      Mostly worried if second effect of deaths embrace will not be too op

      Full descr link: https://www.gmbinder.com/share/-NoHxZCH3JmKagEtg528
    4. Cocuba101
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      Sounds good. 

      Embrace got stronger for sure, but I don't think its an issue. Even this subclass will mostly rely on non-necrotic spells, and most resistant stuff will also be stuff your thralls suck a bit against. Swings and balance.
  9. actualsailorcat
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    Ty for adding mod compatibility out of the gate. Looks cool so far. 
    1. Echelon
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      Necromancers Unite! Thanks for adding Valkrana spellbook support!
    2. EldritchArchlich
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      Well, Valkrana's Spellbok and Animate Dead ++ are core of my modlist so i had to make sure it will work ;)
  10. Lyniara
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    Was looking for something like this, thanks!! 
    1. EldritchArchlich
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      Glad to hear that :)
  11. Proxa
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    Why is it not compatible with UnlockLevelCurve? Which part of progression gets overridden when both are loaded?
    1. EldritchArchlich
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      It is not compatible in the sense, that i created progression for this subclass up to level 12. So my guess is, if you try to level up higher it will crash. But i can be mistaken. Never used it so if it works for you i will update description. If not, i guess i could add empty progression up to level 20 in future if this will prevent crash.
    2. Proxa
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      Since you only add progression for a subclass, not a class, it should not matter at all. That's why I asked, though I did not see something. You should be able to remove levels for your subclass that do not have dedicated features as well. All tables are merged in the end, so classes have their normal progression and additional subclass features for defined levels.

      I do not have any published class/subclass mods just in case :) Spelling this because your current implementation look like it might (or might not) override base sorcerer class progression - I mean, you have a descriptor for each subclass level 1-12, Idk what happens with already defined sorcerer descriptors (vanilla or modded) in this case - maybe they are overwritten, maybe some features are duplicated, maybe its fine.
    3. EldritchArchlich
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      " You should be able to remove levels for your subclass that do not have dedicated features as well." Oh, thanks didn't know that. Will test in free time.
      "you have a descriptor for each subclass level 1-12" What exactly do you mean? My Progressions.lsx have just declared 1-12 for my subclass. If you mean the first two class records, well I don't know is there any other way to add subclass to class.

      edit: updated mod description