Spellbook


These choice examples are but a few of Valkrana's signature spells that have been transcribed from her personal grimoire into Dungeons & Dragons 5th edition format and mechanics.

Valkrana's Glow-in-the-Dark Skeletons

1st-level necromancy
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (a tuft of bioluminescent moss)
Duration: Instantaneous

Description: As the Animate Dead spell, except you create two Glow-in-the-Dark skeletons per pile of bones. Glow-in-the-Dark Skeletons emit a mellow green light in darkness that illuminates a 5-foot radius. Glow-in-the-Dark Skeletons use the Skeleton statblock, with some adjustments: Strength 10, Dexterity 18, HP 1, Speed 40, Size Small. They gain the Evasion feature, have no weapon or armor proficiencies, and their only action is an unarmed attack at +2 to hit that deals 1 bludgeoning and 1 necrotic damage.

Valkrana's Shadowfell Salvo

1st-level necromancy
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous

Description: Launch two skulls straight from the Shadowfell at one or more 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.

Valkrana's Soul Secret

2nd-level necromancy
Casting Time: Action
Range: 60 feet
Components: V, S, M (a stolen key)
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 (such as oozes, plants, or constructs), 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.

Valkrana's Lesser Skeleport

3rd-level necromancy
Casting Time: Bonus Action
Range: 100 feet
Components: V
Duration: 1 minute

Description: You swap your skeleton with that of a corpse or allied undead within 100 feet, 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, the duration is 8 hours.

Valkrana's Negative Energy Field

4th-level necromancy
Casting Time: Action
Range: Self (30-foot radius)
Components: V, S
Duration: Concentration, up to 1 minute

Description: Channel a 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; living creatures will instead suffer 1d8 Necrotic damage. Many reanimation spells don't require a corpse due to the abundance of negative energy in its area.

Casting this spell using on the same spot every day for a year manifests its effects permanently, and anchors them to the point of casting.

At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, all die values increase by 1d8 and the duration is 10 minutes. If you use a spell slot of 9th level, the duration is 8 hours.

Valkrana's Arc Vivisector

6th-level necromancy
Casting Time: Action
Range: Self (150-foot line)
Components: V, S, M (a coil of wire)
Duration: Instantaneous

Description: Discharge a galvanized blast of necrotic energy that arcs from your palm in a line 150 feet long and 15 feet wide in a direction you choose. Each creature in the line must make a Dexterity saving throw or suffer 3d12 necrotic damage and 3d12 lightning damage. On a successful save, it takes half as much damage. Creatures wearing armor made of metal have disadvantage on the saving throw. If a creature fails its saving throw then dies to this spell, its charred meat sloughs cleanly from its skeleton.

At Higher Levels. When you cast this spell with a spell slot of 7th level, the necrotic damage increases by 1d12; at 8th, the necrotic and lightning damage both increase by 1d12; at 9th, the necrotic damage increases by 2d12 and the lightning damage increases by 1d12.