
Alucard's Legacy
Claim the legacy of a vampire lord. Alucard's Legacy adds a custom background, an enchanted gold ring, and a spirit blade fueled by Alucard's Blood, a unique resource that powers its summons.
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[size=6][b][color=#c0392b]ALUCARD'S LEGACY[/color][/b][/size]
[size=4][i]The blood remembers.[/i][/size]
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[size=5][b]ABOUT THIS MOD[/b][/size]
Alucard's Legacy is a standalone add-on that turns "descended from something that should not still be walking" into a complete, level-scaling playstyle. It adds a custom background, a Dark Urge origin, a legendary ring, a spirit blade that fights beside you, and a dire wolf shape to fall into when the blade is not enough — all powered by resources of their own, so nothing it gives you competes with your class's spell slots.
It is built to sit on top of [i]any[/i] class. Every saving throw it forces uses your Manoeuvre save DC (8 + proficiency bonus + your higher of Strength or Dexterity), not a casting stat, so a Fighter or a Rogue gets exactly as much out of it as a Sorcerer does.
[b]In one line:[/b] a vampire-blooded background, a summonable crimson blade that can be handed to your allies — or carried in your own jaws — and twelve levels of power that arrive as you earn them.
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[size=5][b]WHAT'S NEW IN 11.6[/b][/size]
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[][b]The wolf keeps its feet on the ground.[/b] Flight is now switched off in wolf shape — and not by naming spells. Every flying ability in the game is asked what it is at load time, so abilities from [i]other[/i] mods are caught too, and they leave the hotbar rather than sitting on it greyed out.[/]
[][b]Drink is for the living.[/b] Undead, constructs and corpses are off the list — there is nothing in them to take.[/]
[][b]The wolf's bite bites anything[/b], but the undead give nothing back: full damage, no healing.[/]
[][b]One fewer buff icon.[/b] The Blade Attends marker is gone; Command the Blade simply needs a target standing in the blade's reach.[/]
[]New items added[/]
[]The background now gives Rapier Proficiency[/]
[]The background now gives vampire fangs like Astarion's and bright yellow eyes (vampire fang mod required, check requirements section)[/]
[/list]Everything below is the full feature list.
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[size=5][b]REQUIREMENTS[/b][/size]
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[][b] [url=https://www.nexusmods.com/baldursgate3/mods/2172]Baldur's Gate 3 Script Extender (BG3SE)[/url] /b required. It hands you the ring at character creation, grants the level 2/3/5/6/8/10 tiers as you level, manages the blade while its steel is on loan, handles the wolf's body swap when it takes the blade in its jaws, and applies the flight gate.[/]
[][url=https://www.nexusmods.com/baldursgate3/mods/23638]Vampire Spawn Transformation - Fangs for Tav and Companions[/url] for vampiric visuals[/]
[]not a requirement but this mod makes vanilla dificulties a lot easier, my recomendation is using [url=https://www.nexusmods.com/baldursgate3/mods/23013]Dynamic Difficulty Scaling[/url] mod, you will have a better experience[/]
[/list]Every Script Extender call is guarded, so an out-of-date Extender degrades the mod rather than breaking your game. Without it, the ring is still obtainable from the tutorial chest, but the higher tiers will not arrive.
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[size=5][b]INSTALLATION[/b][/size]
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[]Install the BG3 Script Extender.[/]
[]Drop [b]AlucardsLegacy.pak[/b] into [i]%LOCALAPPDATA%\Larian Studios\Baldur's Gate 3\Mods[/i], or install the archive with BG3 Mod Manager / Vortex.[/]
[]Enable it in your load order and export.[/]
[]Start a new character and pick [b]Alucard's Legacy[/b] in the Background list — or the [b]The Dark Urge — Alucard's Legacy[/b] origin.[/]
[/list][b]Uninstalling mid-save is not supported.[/b] Removing it strips a background, a legendary item, a summon and a polymorph from a live character.
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[size=5][b]THE BACKGROUND[/b][/size]
[i]Somewhere in your bloodline a debt was paid in red. You have never learned whose, only that the ledger remains open and that something very old signs its name beside yours. [/i][/center]
[center][i]My class recomendation for this mod is rogue, but you can use any class you want since this mod was made to work with any class
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Picking [b]Alucard's Legacy[/b] at character creation gives you, from level 1:
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[][b]Alucard's Legacy[/b] — you cannot be Charmed and cannot be put to magical Sleep.[/]
[][b]Superior Darkvision[/b] and [b]Mage Hand Legerdemain[/b].[/]
[][b]Resistance to Radiant damage[/b] — the light you were supposed to fear.[/]
[][b]+3 Initiative.[/b][/]
[][b]5 Alucard's Blood.[/b][/]
[]The [b]Signet of the No-Life King[/b], worn from your first step out of the pod.[/]
[]phsical attack resistances[/]
[]cold and necrotic resistance [/]
[]fire and radiance vulnerability [/]
[]rapier proficiency[/]
[/list]There is also a hidden twin of the background attached to a dedicated origin, [b]The Dark Urge — Alucard's Legacy[/b]. It carries Haunted One's own tag, so the amnesia, Bhaal and the entire Dark Urge storyline play out exactly as they normally do — you simply have the blood as well.
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[size=5][b]THE TWO RESERVES[/b][/size]
[b]Alucard's Blood[/b] — your own. Shown on the resource panel beside your spell slots, refilled on a [b]Long Rest[/b]. Starts at [b]5[/b] and rises to [b]10[/b] at character level 5. [b]Drink[/b] refills it in the field — anywhere from 0 to 5 per throat, depending on what was in them. Almost everything the background grants spends Blood instead of a spell slot, so none of it costs your class anything.
[b]Wolf's Blood[/b] — what the beast form takes. A separate 5-point reserve that exists only in wolf shape and pays for the wolf's own arts, refilled by feeding as the wolf.
[b]The blade keeps a third pool.[/b] Alucard's Blade carries its own 5-point reserve, starts each summoning empty, and earns 1 Blood every time it deals damage. Its abilities spend that, not the players'.
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[size=5][b]LEVEL PROGRESSION[/b][/size]
Tiers are granted the moment you level (and re-checked on every Long Rest, as a safety net).
[b][color=#c0392b]Level 1 — The Blood Wakes[/color][/b]
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[][b]Drink[/b] — Action, no cooldown. Take a living creature by the throat: 2d4 + your unarmed melee ability modifier piercing damage, you heal for everything you take, and you regain 0–5 Alucard's Blood. The undead and the animated have nothing in them.[/]
[][b]Vampiric Gaze[/b] — Action, 1 Blood. A humanoid will not raise a hand against you until you harm them. No spell slot.[/]
[][b]Light Piercer[/b] — Action, 1–3 Blood. A lance of hard daylight at 18m. Spend more Blood to split it across up to three separate targets, [i]each bolt at full damage[/i]. Scales as a d10 cantrip.[/]
[][b]Ash on the Tongue[/b] — Action, free. Radiant damage on a failed Dexterity save. A word you should not be able to say without burning.[/]
[][b]Rise[/b] — Action, 5 Blood. Restore a fallen ally to full health. No scroll, no diamond, nothing owed.[/]
[][b]Command the Blade[/b] — Bonus Action, 1 Blood, no cooldown. Name any enemy standing within your blade's reach and it strikes immediately, on your turn, spending nothing of its own.[/]
[]Plus [b]Produce Flame[/b] and [b]Mage Hand[/b].[/]
[/list][b][color=#c0392b]Level 2 — The Blood Listens[/color][/b]
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[][b]Whispers of the Grave[/b] — Action, free, out of combat. Speak with Dead with no ritual cost and no slot. (it can be used on people killed by the player)[/]
[][b]Listen to the Blood[/b] — Action, 1 Blood. Detect Thoughts. Concentration.[/]
[][b]The Blood Knits[/b] — Action, 5 Blood. Your body closes itself at the start of each of your next three turns, healing [b]a third[/b] of your maximum hit points each time. A critical hit against you outpaces the healing and ends it early. Lasts 3 turns[/]
[/list][b][color=#c0392b]Level 3 — The Blood Commands[/color][/b]
The largest step in the mod.
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[][b]Alucard's Wolf Form[/b] — Bonus Action, 5 Blood, once per combat. See its own section below.[/]
[][b]Twilight Flight[/b] — come apart into a swarm of bats and reassemble somewhere far from where you stood. In combat you travel as far as your remaining movement allows; out of combat, as far as you can see.[/]
[][b]Word of the Master[/b] — Action, 1 Blood. Command in all five forms: Halt, Approach, Drop, Flee, Grovel.[/]
[][b]Unseen Hand[/b] — Bonus Action, free. Telekinesis: seize a creature or object and hurl it.[/]
[][b]Flurry of Blows: Push / Topple / Stagger[/b] — Action, 1 Blood, both hands empty. Two bare-handed strikes; the second throws them back 5m, knocks them Prone, or leaves them unable to take Reactions.[/]
[][b]Bare-Handed Grace[/b] — your unarmed strikes use Dexterity when it beats Strength, and hit with martial-artist dice: 1d6 from level 3, 1d8 from level 9.[/]
[][b]Drink becomes a Bonus Action[/b] from here on.[/]
[/list][b][color=#c0392b]Level 5 — The Blood Deepens[/color][/b]
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[]Your maximum Alucard's Blood rises from 5 to [b]10[/b].[/]
[/list][b][color=#c0392b]Level 6 — The Blood Reaches[/color][/b]
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[][b]Draining Grasp[/b] — Action, 2 Blood. Vampiric Touch with no concentration and no slot: necrotic damage, and half of what the target loses closes your own wounds.[/]
[/list][b][color=#c0392b]Level 8 — The Blood Judges[/color][/b]
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[][b]Judgement[/b] — Action, 4 Blood, once per combat. Sunbeam: a line of true daylight. Constitution save or burn and be Blinded. Concentration.[/]
[/list][b][color=#c0392b]Level 10 — The Blood Ends[/color][/b]
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[][b]The Red Circle[/b] — Action, 4 Blood, once per combat. Circle of Death: a sphere of pure ending, Constitution save for half.[/]
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[b][size=5]ITEMS IN THIS MOD[/size][/b][/center]
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[size=5][b]THE SIGNET OF THE NO-LIFE KING [/b][/size]
[i]A plain band of red gold, warm to the touch and faintly wet-looking in low light.[/i]
Legendary ring, unique. Worn from level 1 if you take the background; it is also placed in the tutorial chest so any character can find one.
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[][b]Bonded Blade[/b] — +1 Armour Class while worn.[/]
[][b]Summon Alucard's Blade[/b] — Bonus Action, once per combat. The blade fights at your side until it is destroyed or you take a Long Rest, and it follows the party out of combat instead of standing where it was left.[/]
[][b]Summon Blade to Hand[/b] — Bonus Action, once per combat. Skip the summon and take the steel yourself.[/]
[][b]Sanctuary of the Coffin[/b] — Bonus Action, once per combat. Creatures must pass a Wisdom save to target you at all. No spell slot; ends if you attack.
THE HOLY GOLD PENDANT OF ALUCARDA bishop's pectoral in soft gold, taken from a man who was very sure of himself. Alucard wore it openly for a century, which is the whole of the argument: the light in it was never his enemy, only his father's.Legendary amulet, unique. It finds you at character level 4.[/]
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[][b]Light Made Kind[/b] — Radiant damage cannot touch you at all. Not resistance: immunity, which also lifts the bloodline's own vulnerability to Radiant for as long as the pendant is worn.[/]
[]Every time it turns holy light aside it feeds the wound instead — [b]2d8 hit points back[/b], each time. Clerics and paladins stop being a problem and start being a supply.[/]
[][b]Blood Bound[/b] — it answers to one of Alucard's blood and nobody else. Anyone may carry it, sell it or melt it down; wearing it is the one thing they cannot do. It simply comes away again.[/]
[]It keeps working [b]in wolf shape[/b] — the light does not care what shape you are.[/]
[/list]VLAD'S RINGYour ancestor Vlad Tepeş's signet, black gold worn thin at the shoulders. He put it on the night he stopped being a man and never took it off again, and centuries of that conviction have soaked into the metal.Legendary ring, unique. It finds you at character level 5.[/]
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[][b]The Impaler's Will[/b] — no fear, no charm, no song and no pattern will move a mind wearing this. You cannot be [b]Charmed, Frightened, Confused[/b] or magically put to [b]sleep[/b]; the ring has already heard every argument for surrender and was not persuaded.[/]
[][b]Fire cannot touch you[/b] — immunity, lifting the bloodline's vulnerability to Fire while the ring is worn. It took his castle and not him.[/]
[][b]Blood Draining[/b] — Action, once per short rest. Take hold of a wounded living creature and open it entirely: anything with [b]40 hit points or fewer[/b] left in it simply ends, with no saving throw, because there is nothing left to save. You regain [b]50 hit points[/b] and [b]every point of Alucard's Blood you can hold[/b]. You still have to land it, and the undead and the animated are no use.[/]
[][b]Blood Bound[/b] — it will not stay on any other hand.[/]
[]In [b]wolf shape[/b] the protections come with you; Blood Draining does not .[/]
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[size=5][b]ALUCARD'S BLADE[/b][/size]
Not a Spiritual Weapon with a new skin. It is a full summon with its own turn, its own reactions and a fifteen-ability kit.
[b]The creature[/b]
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[]11m movement, a full Action and a Reaction every turn.[/]
[][b]+20 Initiative[/b] — it moves before almost anything else on the field.[/]
[][b]Every attack roll it lands is a critical hit.[/b][/]
[]Immune to essentially every condition in the game — Charmed, Frightened, Prone, Stunned, Restrained, Poisoned, Polymorph, Petrified, Paralysed and the rest — and to the Shadow Curse.[/]
[][b]Attack of Opportunity[/b] and [b]Sentinel[/b]: it holds the ground it is standing on.[/]
[][b]Answer in Kind[/b] — miss it in melee and it cuts you for the privilege, on its Reaction.[/]
[][b]Drink Deep[/b] — it gains 1 Alucard's Blood every time it deals damage, up to 5.[/]
[/list][b]Its strike[/b] — Force damage scaling as a d8 cantrip [i]on your level[/i], +3, plus your highest ability modifier, whichever stat that happens to be. It restores 1 Blood on every hit.
[b]It grows with you.[/b] The blade is summoned in fifteen tiers, one per character level, with hit points to match: [b]20[/b] at level 1, then 27, 34, 42, 50, 60, 70, 80, 90, [b]100[/b] at level 10, then 125, 150, 175, 200 and [b]225[/b] from level 15. A late-game blade is not a speed bump.
[b]Its kit[/b]
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[][b]Step Between Heartbeats[/b] — Bonus Action, no cooldown, on one button with two modes: 1 Blood to fold through alone, or [b]2 Blood to take one other creature standing beside it[/b] — friend or foe, willing or not.[/]
[][b]Rite of the Dawnblade[/b] — from level 3. Action + Bonus Action, 5 Blood (its entire reserve), once per combat. The blade falls once wreathed in light: its full strike as radiant damage, plus 3d8 radiant on top.[/]
[][b]Unseen[/b] — Action, 2 Blood, once per turn. Invisibility.[/]
[][b]Surprise Attack[/b] — Action, once per turn, 1 Blood on hit. Only from hiding; a failed Wisdom save leaves the target [b]Grovelling[/b] — incapacitated, no actions, bonus actions or reactions.[/]
[][b]Pushing Strike[/b] — Action, once per turn, 1 Blood on hit. Strength save or be driven back. No Superiority Die.[/]
[][b]Disarming Strike[/b] — Action, once per turn, 1 Blood on hit. Strength save or drop the weapon. No Superiority Die.[/]
[][b]Crimson Tunnel[/b] — Action, 2 Blood, once per turn. Drives a line straight through the enemy formation, hurling aside everything it passes and leaving the standing Prone.[/]
[][b]Destructive Wave[/b] — Action, 1 Blood, once per turn. Thunder and holy light outward from the blade.[/]
[][b]The Devouring Dark[/b] — Action, 3 Blood, once per turn. A 4m ring of cold and hunger for 3 turns: 2d8 necrotic on entry and at the start of each enemy's turn, halved on a Wisdom save. Allies pass through untouched, and nothing is bitten twice in one turn.[/]
[][b]Answer Me[/b] — Action, 1 Blood. Compelled Duel: the blade puts itself between a foe and everyone else. Concentration.[/]
[][b]Blood Mending[/b] — Bonus Action, 1–5 Blood, in combat. One button with five strengths, from 1d6+2 up to 5d6+10 (plus your best modifier). Spends Blood instead of a spell slot.[/]
[][b]Last Rite[/b] — Action, in combat. The blade gives itself up: an ally is restored to [b]full health[/b] and wrapped in Sanctuary, and the blade is unmade in the same breath.[/]
[][b]Call Sword to Hand[/b] — Action, no cooldown. See below.[/]
[][b]At the Master's Word[/b] — an interrupt. When you use Command the Blade, it strikes immediately and spends nothing of its own.[/]
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[size=5][b]LENDING OUT THE STEEL[/b][/size]
The blade can stop being a summon and start being a weapon, in somebody's actual hands.
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[][b]Call Sword to Hand[/b] (the blade's Action) sends the steel to an ally as [b]Alucard's Rapier[/b].[/]
[][b]Summon Blade to Hand[/b] (the ring, Bonus Action) puts it in your own fist instead of leaving it on the field.[/]
[][b]Release the Blade[/b], cast from the weapon itself, hands the steel back and returns the spirit blade to your side — [b]exactly as wounded as it was when it left[/b]. It is banished while the steel is on loan, not dismissed, so it keeps its hit points, its Blood and everything else. There is no cooldown on this loop.[/]
[]Ask for the blade [b]while in wolf shape[/b] and it arrives crosswise in your jaws instead. See below.[/]
[/list]Alucard's Rapier itself is a 1d12 +4 finesse weapon — thrown, dippable, and carrying [b]Reliable[/b] (it returns to your hand when thrown, and you cannot be forced to drop it), [b]Overwhelm[/b], and the full rapier action set including [b]Blitz Attack[/b].
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[size=5][b]ALUCARD'S WOLF FORM[/b][/size]
[i]Fall forward onto four legs. A pale dire wolf, and the thirst comes with you.[/i]
From level 3: a Bonus Action and 5 Alucard's Blood, once per combat. You cannot cast spells while wearing it, and you cannot fly: every flying ability in the game is grounded for as long as you are on four legs, including ones from other mods.
[b]The body[/b] — a pale dire wolf with +3 movement, [b]Pack Tactics[/b], and [b]Scent of Blood[/b] (Advantage on attack rolls against anything Bleeding or Frightened). Hit points scale with you: 18 at level 3, 25 at 4–5, 35 at 6–7, 49 at 8–9, 69 at 10–11, and 97 from level 12.
[b]Its own reserve[/b] — 5 Wolf's Blood, spent on the wolf's arts and refilled by feeding.
[b]Its kit[/b]
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[][b]Vampiric Bite[/b] — Action. Piercing plus necrotic rot, half of everything torn loose closes your own hide, and you gain 1 Wolf's Blood.[/]
[][b]Exposing Bite[/b] — Bonus Action. A quick tear that leaves the wound open: the next attack against them has Advantage.[/]
[][b]Run Them Down[/b] — Bonus Action, 1 Wolf's Blood, once per turn, only from outside melee. Cross the ground at a dead run; a failed Strength save leaves them on their back.[/]
[][b]Pounce[/b] — Action, 2 Wolf's Blood. Leap the gap and land on them, Strength save or Prone.[/]
[][b]Frightening Howl[/b] — Action, 3 Wolf's Blood, once per combat. Enemies who fail a Wisdom save flee; the badly shaken drop what they are holding as they run.[/]
[][b]Dash, Disengage, Hide and Jump[/b], all off the Bonus Action.[/]
[][b]Shed the Wolf[/b] — stand back up the same way you went down.[/]
[/list][b]With the blade in your jaws[/b] — call the blade to you as a wolf and it comes crosswise in your teeth. You cannot bite while you hold it, and three abilities open up in its place:
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[][b]Savage Sweep[/b] — Action. Turn your head and take the blade through a 3m cone; everything caught is opened and left Bleeding.[/]
[][b]Lacerate[/b] — Bonus Action. A drawn cut; a failed Constitution save leaves the wound Bleeding.[/]
[][b]Release the Blade[/b] — free. Open your mouth and the spirit blade walks back, as wounded as it was when it left.[/]
[/list]The shape handing the blade back is handled for you however it ends — the dismiss button, a Long Rest, the story taking it off you, or dying in it.
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[size=5][b]COMPATIBILITY[/b][/size]
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[][b]Do not run this alongside Kharneth's Alucard's Sword.[/b] All of that mod's content is merged into this one — running both means duplicate entries fighting over the same records.[/]
[]Standalone otherwise. No dependencies beyond the Script Extender.[/]
[]Safe to add to an existing save, though the background and its progression only apply to a character created with it. items granted at certain levels may not appear if you are already past that level, respec to get the items if that's the case[/]
[]The blade and the wolf use their own status markers rather than vanilla's, so a real Spirit Guardians, Spiritual Weapon or druid Wild Shape in the same fight is not disturbed.[/]
[]The wolf's flight gate adds a condition to flying abilities rather than replacing what they already required, so other mods' gating is left intact.[/]
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[size=5][b]DESIGN NOTES[/b][/size]
[spoiler]Backgrounds in BG3 have no progression table, and level-gated boosts do not re-evaluate on level-up — there is no level-up boost context in the game. So the higher tiers are granted by script on level-up, with a Long Rest sweep as a fallback and a defensive bind across two possible Osiris signatures, because those shift between patches.
Blood-spending abilities cannot use spell-slot upcasting either: SpellSlotsGroup only understands slots. Light Piercer, Blood Mending and Step Between Heartbeats are therefore linked spell containers — the same mechanism vanilla uses for Branding Smite — which is why they appear as one button with several strengths.
The wolf is two bodies rather than one. A wildshape's hotbar is filed under its root template, and a polymorph cannot simply gain a weapon, so taking the blade in the jaws swaps to a second body built for it and copies your bar arrangement across, then swaps back on release. The new mesh was edited in blender
Flight is grounded by asking the engine rather than by keeping a list. Every spell is checked for its jump type at load: Projectile_Jump answers "Jump", Projectile_Fly answers "Flight", and anything that genuinely flies inherits the latter — so a flying ability added by a mod installed tomorrow is caught on the same terms as vanilla's twenty. The check runs on the server, which decides whether a cast is legal, and on the client, which decides what the hotbar draws.
The blade walks with the party because it is added as a party follower — the same thing Animate Dead does for its zombie, and the only reason those summons keep up with you out of combat.
Every spell in the mod is an edited copy of a vanilla or existing entry rather than something written from scratch, which is why the animations, tooltips and attack rolls behave like the game's own.[/spoiler]
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[size=5][b]CREDITS[/b][/size]
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[]Blade model, textures, icons and the original sword — [b]Kharneth[/b], from Alucard's Sword.[/]
[]Special thanks to Kharneth for giving me permission to use his Alucard's sword mod which made this mod possible[/]
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