This is the continuation of Illithid Powers Overhaul, but a lot deeper and richer. Check it out if you want to see where it came from.
Key Features
New and unique gameplay features
New dedicated action resource
Replaced some powers
New scaling system
Complete kit
Synergies
More thematic
Balance adjustments
Quality of Life adjustments
Re-flavoring of some names/icons
Full illithid form consistency and unique buffs
Miscellaneous Features
Respec option
Astral-Touched Tadpole minor change
Awakened & Survival Instinct Rework
Includes translations in
French
Chinese + Traditional Chinese
Cheat
(similar to Absolute Tadpole of Illithid Powers mod)
Available with console command only:
Osi.ApplyStatus(GetHostCharacter(), "SIAEL_IPO_CHEAT", 0, 0)
Optional Files
No Astral-Touched tadpole required
No requirements on powers (pick any order)
Both of the above
Illithid Potency
New Utility Action Resource
Every Illithid Power you own increases your Illithid Potency by 1.
Illithid powers require Illithid Potency charges.
You recover half of them on Short Rest and all of them on Long Rest.
All Illithid powers cooldowns have subsequently been removed.
Illithid Persuasion
Special Action
You can use your connection to the parasite in your brain
to force cultists of the Absolute to obey you.
Now costs 1 Illithid Potency charge per use. No cooldown.
Thecost is removed for True Souls.
Illithid Mind
New Passive
Every 5 Illithid Powers you have, you gain a rank of Illithid Mind.
Each rank makes Illithid Abilities more powerful.
Rank 0 (1~4 abilities) usually has half the Rank 1’s potency. Max rank is 5.
The more Illithid you become, the more vulnerable to physical threats you are.
You take 1 more from Bludgeoning, Slashing and Piercing damage per Illithid
Mind Rank.
Acquired automatically alongside Illithid Persuasion.
Psionic Overload
Toggleable Passive
Your offensive martial actions deal 1d4 additional Force damage, and your other
offensive actions deal additional Psychic damage based off your Illithid Mind Rank
(1d2~1d12), but you take Psychic damage every turn.
Becomes a toggleable passive. No duration limit.
Damages the caster only in combat. Only affects enemies.
The visuals only display in combat.
New update:
Psionic Overload now requires concentration.
Casting costs 2 Illithid Potency charges, and no other resource.
TL:DR
The longer Overload is active the more damage the user takes.
New Overdrive mode: damage is always max value, but doubles self damage, with risks of being interupted early (saving throws).
Self damage is harder to avoid.
Self damage after combat.
Hijack: Possible to spend Illithid Potency charges instead of taking some damage in Overdrive.
Designed around high risk, high rewards.
Full Details:
Damage:
Every turn it is active the user builds Psionic Strain.
Each stack of it increases the self damage by 1.
The self damage is unavoidable, but can be reduced by 50% with resistance, or by 75% with immunity to Psychic damage.
Duration:
Psionic Strain doesn't go down while in combat, it only builds up.
If Overload ends, the self damage from Psionic Strain stops.
Using Overload again will resume the stacks increasing and the damage that come with it.
End of combat:
At the end of combat, Psionic Strain wears off over time, each stack dealing 1 unmitigable damage.
Resting and Greater Restoration can remove all remaining Psionic Strain without dealing the associated damage.
Overdrive:
When Overload is active, the user can enter Overdrive.
In Overdrive, the damage from Overload is no longer random, and always the max value from the die (2~12).
Psionic Strain goes up by 2 per turn instead of 1 in Overdrive (entering Overdrive adds 1 immediately).
Saving throw:
Every turn in Overdrive, the user rolls a hidden saving throw (it is visible in console).
The DC for this save is increased by the stacks of Psionic Strain.
It uses the lowest of your INT or WIS, all things considered.
Outburst:
Failing this save causes an Outburst, ending the concentration, and dealing self damage based on the degree of failure.
The DC is equal to 8 + Strain stacks - Mind Rank.
On a failed save you take (DC - 8) x 5% max HP as damage.
This damage is unavoidable, but can be reduced by 50% with resistance, or by 75% with immunity to Psychic damage.
It also causes Exhaustion, which prevents the use of Overload again.
Resting or using Greater Restoration removes it.
Ending Overdrive in any way (end of combat, interupting concentration, etc) causes an Outburst.
Such Outburst deals 5% of the user's max hp per Psionic Strain stack, otherwise same as above.
Hijack:
When in Overdrive, the user can toggle the Hijack mode.
With it, when an Outburst occurs, for each 5% of the user's max hp it should deal, it consumes an Illithid Potency charge instead.
It starts draining hp again when no charges are left.
Interactions:
Being Undead (notably with Path of Undeath) prevents the damage from Psionic Strain after combat. It also prevents Exhaustion.
Notes:
Added a toggle so you can automatically go into Overdrive when a combat starts (if you have Overload active).
Damage from Strain (both regular in combat damage and out of combat "bleed") now applies at the end of the turn instead of start.
Outburst triggers at the end of the turn as well.
Damage alone can't break concentration on Overload/Overdrive, and the user has advantage on concentration saving throws for them.
Peace Breaker
Passive
The first Attack Roll or Ability Check you make against any target
gains a bonus equal to your Illithid Mind Rank.
Applies to Intimidation too.
(Renamed from Favourable Beginnings to Peace Breaker.)
Force Tunnel
Spell/Movement
Charge forward, potentially (DEX Saving Throw) pushing all objects and creatures in your
path Illithid Mind Rank + 2m away from you (2~7m).
Doesn't provoke Opportunity Attacks.
Base cost is a Bonus action + 6m of movement + 1 Illithid Potency charge.
Range is 6m + 2m per Illithid Mind Rank (6~11m).
Awakened removes the Bonus action cost.
Full-Illithid form deals 4d4 damage and knocks Prone on failed save.
Concentrated Blast
Spell
Deals 1d6 per Illithid Mind Rank +1 Psychic damage (1d6~6d6).
You must be Concentrating on another spell to cast this.
If the target was Concentrating, you heal as much as the damage that was dealt to it.
The spell you were Concentrating on will end.
Concentrating targets must roll an INT saving throw with disadvantage to maintain
concentration.
Full-Illithid form deals 7d6 damage.
Costs an action and 3 Illithid Potency charges.
Life Punction
Spell
Punction 20% of an ally's remaining hit points to heal yourself with the same amount.
One more target per Illithid Mind Rank.
Costs an action and 1 Illithid Potency charge.
(Renamed from Transfuse Health to Life Punction.)
Stage Fright
Spell
Your targets have Disadvantage on Attack Rolls and take 1d6 Psychic damage per
Illithid Mind Rank each time they miss.
Their attack rolls also suffer a -1 debuff per Illithid Mind Rank.
Targets overcome their Stage Fright early when they succeed on an Attack Roll.
Costs an action and 2 Illithid Potency charges.
Ability Drain
Passive
Once per turn, when you make an Attack Roll, the attack reduces that target's corresponding
Ability by 1. The Ability that is reduced is the same as the one used to make the Attack Roll.
You gain that ability point for yourself each time.
The amount is capped by your Illithid Mind Rank.
Effects dispel at the end of combat.
Luck of the Far Realms
Reaction + Passive
When you make a successful Attack Roll against a foe, you can change that attack into a
Critical Hit. Once per Long Rest.
You gain a benefit to Critical Threshold when you do not trigger this reaction, based off your Illithid Mind Rank:
Rank 0: no bonus | Rank 1~2: +1 | Rank 3~4: +2 | Rank 5: +3
When you use the reaction, you then get a penalty of -2 to Critical Threshold until your next Long Rest.
Costs a reaction and 2 Illithid Potency charges.
Psionic Ward
Passive
When you are targeted by a foe 3m or further from you or by an area of effect, you can react to reduce the Attack Roll or Increase your Saving Throw by 0~Proficiency Bonus.
You can also react to reduce the damage roll by 0~Proficiency Bonus if they hit you.
If it is an area of effect and you react to it, you Phase through it (no damage on successful save, half damage on fail).
If it is a leveled spell, the reaction cost increases by 1 Illithid Potency charge per spell level.
Additionally, you passively take 1~10 less damage from distant and area of effect damage, depending on your Illithid Mind Rank.
(Replaces Charm)
Displace
Passive
Enemies displaced because of your actions take Psychic damage
based off your Illithid Mind Rank (1d2~1d12).
Displacements encompass pushes/pulls, teleportation and being thrown.
Repulsor
Spell
Push anything and anyone back in a 6m 3.5m + 0.5m per Illithid Mind Rank (3.5 ~ 6m) radius,
up to 6m 1.5m + 0.5m per Illithid Mind Rank (1.5 ~ 4m) away from you.
Deals 1d6 per Illithid Mind Rank Force damage (1d3~5d6).
Targets take half-damage if successful on save (STR).
Costs an action and 2 Illithid Potency charges.
Psychic Fortress
New Passive
Gain Resistance to Psychic damage, and a bonus to
mental Saving Throws (INT, WIS, CHA) equal to your Illithid Mind Rank.
(Replaces Psionic Backlash, moved to and combined with Psionic Dominance.)
Cull the Weak
Toggleable Passive + Reaction
Passively, you deal additional Psychic damage based on the target’s missing health.
The threshold for earliest effect and amount of damage scale with your Illithid Mind Rank.
Once per combat, you can react when killing an enemy to spread any overkill damage you do in
an explosion around the target.
Range of explosion is 3m + 1m per Illithid Mind Rank (3~8m).
Damage is capped by Illithid Mind Rank x5 (2~25).
The explosion executes enemies below your Illithid Mind Rank x2 number of HP+1 (2~11).
Disruptive Shield
Spell
Conjure a volatile shield around yourself or an ally,
granting the target 10 temporary hit points.
If broken by damage, the shield bursts and potentially pushes back slightly nearby foes,
dealing them Force damage based off your Illithid Mind Rank (1d2~1d12).
On a failed save (CON), they are also Stunned.
On a successful save, they take half damage.
Full-Illithid form: when shield breaks, it regenerates once.
Costs an action and 2 Illithid Potency charges.
(Renamed from Shield of Thralls to Disruptive Shield.)
Mind Flayer
New Passive
Each time your Illithid powers deal damage to an enemy, they apply Insanity equal to
the percentage of their max HP dealt.
Every turn, enemies with Insanity have a chance to fall victim to a debilitating status.
For every 5 of Insanity they have, the DC increases by 1.
Your Illithid Mind Rank is also added to the DC.
For each +2 increase in the DC, the effect applied changes (10 outcomes, so up to 20+ DC).
On a successful save, the status is still applied, but the chosen status is based on every +4 increase (so outcome#10 occurs at DC 38+).
Effects are, in increasing order:
Absent Minded, Frightened, Terrorized, Confused, Stunned,
Hypnotized, Bewitched, Mad, Insane, Synaptic Breakdown
So for example, if the targets has 37 stacks and the character is rank 3, the DC will be equal to 1 + 37/5 + 3 = 1 + 7 + 3 = 11.
This means on a failed save, they get status #5 (Stunned), and a successful save means status #2 (Frightened).
Every turn, enemies recover 10 of their Sanity.
After the ill effect is gone, they recover 50 Sanity.
Killing a target under one of these effects will restore 1 Illithid Potency charge.
(Replaces Perilous Stakes.)
Fracture Psyche
Spells
Invade a target's mind and disrupt its defences.
The target's Armour Class and Saving Throws are reduced by 1 per turn.
(for 1 turn per Illithid Mind Rank).
Fracture Psyche costs an action and 2 Illithid Potency charges.
If the target dies while its psyche is fractured, you can cast Shatter Psyche on another target.
Shatter Psyche costs 2 Illithid Potency charges.
You also recover 1 Illithid Potency charge when your target dies.
Debuff and recovery are doubled on Shatter.
(Unlocked by Astral-Touched Tadpole)
Elevated Mind
Spell
Grants a spell that increases the ability of your choosing by +1 every other Illithid Mind Rank (0/1/1/2/2/3).
Provides Expertise in all related Skills.
Also grants Proficiency in those skills if not already possessed.
Getting STR or DEX buffs also grants your Illithid Mind Rank as DC bonus on Illithid Powers.
Getting INT, WIS or CHA buffs also make your Illithid Powers do more damage on
successful saves from enemies. This bonus is equal to 10% per Illithid Mind Rank (50~100%)
Effect is permanent, but you can change ability anytime by recasting.
Costs 2 Illithid Potency charges.
(Renamed Elevated Mind. The spells and statuses remain
named Illithid Expertise. Changed icon.)
(Unlocked by Astral-Touched Tadpole)
Psionic Backlash
Reaction
Use your reaction to cancel a spell targeted at you if its spell level is
less than or equal to your Illithid Mind Rank+1 (1~6).
You also inflict the caster with Psychic damage based off
your Illithid Mind Rank (1d2~1d12) per spell level.
Costs a reaction and 2 Illithid Potency charges.
(Combined with Psionic Dominance.)
(Unlocked by Astral-Touched Tadpole)
Black Hole
Spell
Summon a black hole that pulls in nearby enemies and potentially knocks them Prone.
It also Dazes them (2 turns).
Enemies take 1d10 Force damage per Illithid Mind Rank (1d5~5d10).
Full-Illithid form deals 6d10 damage.
Costs an action and 5 Illithid Potency charges.
(Unlocked by Astral-Touched Tadpole)
Levitate
Spell/Movement
Fly to a target position. Uses movement speed and doesn't take an Action.
Range is 6m + 3m per Illithid Mind Rank (6~21m).
Grants 20% fall damage reduction per Illithid Mind Rank (10% ~ 100%).
Full-Illithid form adds 3m of range.
(Renamed from Fly to Levitate.)
(Unlocked by Astral-Touched Tadpole)
Mind Blast
Spell
Spew forth a conical wave of psychic energy and possibly Stun targets within.
Deals 1d8 per Illithid Mind Rank+2 Psychic damage (2d8~7d8).
Targets take half the damage (no stun) on a successful save.
Costs an action and 4 Illithid Potency charges.
(Unlocked by Astral-Touched Tadpole)
Astral Stillness
Passive
Reduces Illithid Potency costs of all Illithid powers by 1.
Every spent Illithid Potency charge (before Astral Stillness reduction) is stored as Mind Flow.
Every 10 stacks of Mind Flow, you get 1 charge of Freecast.
Freecast makes your next Illithid power cost only its Illithid Potency charge(s).
It is possible to get more than 1 Freecast charge, they are used separately.
The number of stacks required is reduced by your Illithid Mind Rank.
Interaction with Awakened: Refunds 1 Illithid Potency when using Freecast.
Full-Illithid form: cost reduction is doubled.
(Renamed from Mind Sanctuary to Astral Stillness)
(Unlocked by Astral-Touched Tadpole)
Psionic Dominance
New Spell
Dominate the mind of a creature to make it a temporary ally.
Doesn’t affect the dead, undead, constructs, Mind Flayers and Illithid infested creatures.
DC is increased by your Illithid Mind Rank.
Costs an action and 4 Illithid Potency charges.
(Replaces Freecast.)
(Unlocked by Astral-Touched Tadpole)
Psykinetic Toss
New Spell
Telekinetically throw a creature for 1d4 per Illithid Mind Rank Force damage (1d4~6d4).
Allies only take 1d4. Enemies fall prone on landing. Works otherwise the same as Telekinesis.
Range is 3m per Illithid Mind Rank.
Costs an action and 3 Illithid Potency charges.
(Replaces Absorb Intellect.)
(Unlocked by Astral-Touched Tadpole)
Psykinetic Pull
New Spell
Telekinetically Pull a creature to you. Non allies can avoid with a DEX Saving Throw.
Range is 3m per Illithid Mind Rank.
If you have it, you can cast Psykinetic Toss on that target for only
1 Illithid Potency charge for the turn as a temporary spell.
Costs an action and 2 Illithid Potency charges.
(Replaces Displacer Beast Shape.)
(Unlocked by Astral-Touched Tadpole)
Tentacles Whip
Action
Lash out your tentacles and possibly Stun your target.
Deals 6d6 Psychic non magical damage.
Saving Throw is flat 14 Intelligence.
(Full Illithid form power)
Costs an action.
Extract Brain
Action
Try to extract the brain of a Stunned or Unconscious creature.
Deals 25d4 Piercing damage. Heals user for 6d6.
Uses unarmed melee attack roll.
(Full Illithid form power)
Costs an action.
Awakened
Passive
You can use all of your Illithid Powers as a Bonus Action. Your resistance to the zaith'isk in the
githyanki infirmary awakened this power.
Smarter: reverts cost to Action when no Bonus Action is available.
Removes Bonus Action cost to Force Tunnel.
Interaction with Freecast (from Astral Stillness): refunds 1 Illithid Potency charge.
Survival Instinct
Passive
While active and under 50% Hit Points, you are healed
by 25% of the damage from your Illithid powers.
(Changed icon.)
Astral-Touched Tadpole
Consummable
Unlocks many Illithid powers. Doesn’t give pre-determined powers.
Gives 6 tadpoles to spend for new powers.
Purifying Tadpole
New Consummable
Respec:
Removes every Illithid Power from the user.
Refunds their cost.
Uninstall:
Respecs every playable character and readies the mod to be removed.
Found at the Creche Y’llek Infirmary.
Full-Illithid Form
Transformation
Tentacle Whip
14 INT Saving Throw. 6d6 Psychic damage and Stun if failed. Half damage if saved.
Extract Brain
25d4 Piercing damage and regain 6d6. Half damage on miss.
Strengthened Force Tunnel
From rank 5: +3m range, +4d4 Force Damage (half on saved), +Prone on failed.
Nebulous Black Hole
From rank 5: +1d10 Force damage.
Potent Concentrated Blast
From rank 5: +1d6 Psychic damage.
Augmented Disruptive Shield
From rank 5: Shield regenerates once after being broken.
Superior Astral Stillness
Illithid Powers now cost 2 less Illithid Potency.
Potentially available to one character at the end of Act 3.
Stats while transformed are your character’s
Ceremorphosis
New Transformation
Transform into a Mind Flayer.
Keep your stats and gain 20 HP.
Improves the consistency of your active damaging powers, they always deal at least half of
their minimum damage roll.
You can use illusion magic to revert to your former self, but this costs you the above
benefits.
Back in human form, you can turn back to Mind Flayer form for free.
Available after using the Astral-Touched Tadpole. Doesn’t affect story.
Costs 7 Illithid Potency charges.
Compatibility
Compatible with mods altering Half-Illithid appearance
Incompatible with mods with the same scope
Absolute tadpole of Illithid powers Incompatible Included similar
No Astral Tadpole required for half-Illithid powers Incompatible Included similar
Respec Illithid powers Incompatible Included similar
Tadpole dialog without resting Incompatible Included similar
Powerful Illithid power (no cooldown or per turn) Incompatible Included similar
Awakened Tadpole Compatible -----------------------
Compatible with BG3 Mod Manager
Not compatible with Vortex
Option A: Requires a new game (safest)
Option B: Install on a game before you get Illithid Powers (should be safe)
Option C: Respec all your characters with Respec Illithid Powers mod from criterium,
or with console command
Osi.RemoveAllTadpolePowers(GetHostCharacter())
prior to installing this
Usage Note
Powers previewed in the skill tree/brain are shown as Rank 1, whatever your current actual rank is.
Psykinetic Pull
Doesn’t give the temporary Toss on neutrals outside of combat
Psykinetic Toss
Doesn’t initiate combat on neutrals that resist the saving throw (like Telekinesis)
Elevated Mind
Illithid Powers Expertise DC bonus doesn’t apply to the first power used after its application, this is
reset on game load
Luck of the Far Realms
Is unaffected by Astral Stillness cost reduction, nor Freecast
Psionic Deflection
Is unaffected by Astral Stillness cost reduction, Freecast, nor Survival Instinct
Active and toggleable passive powers
Are added and shuffled, and can be moved to the right in hotbar when ranking up
Brain Menu
Navigate menu slowly, can cause crash if acting too fast inside
Tooltips
Some damage tooltips at rank 0 are wrong (those with 1d2 are displayed as 2 flat)
Custom Hotbar
Illithid powers placed in the custom hotbar will be frequently removed, advised to not use it
Uninstallation
Despite providing instructions and means to uninstall,
I still recommend to NOT do so mid-playthrough.
This could have unforeseen consequences.
Uninstall before a new game.
Understand modding is always somewhat risky and you have to be careful.
Uninstalling mods mid-game is not careful, and should be avoided as much as possible.
If you really have to remove this mod from your game and can’t stand starting anew,
here are uninstallation procedure instructions:
1. Use the Purity Tadpole, click yes on both message boxes.
2. After every character has returned to 0 Illithid power, save.
3. Exit game and uninstall the mod.
4. Launch game, load save.
5. Done.
they’re most likely not this mod’s fault,
and I won’t be able to assist you.
Credits and Thanks
For their invaluable help, support, and feedback
Cairnos Beta Testing
Wrecki Beta Testing
Norbyte Script Extender and Help with scripting
Laughing Leader BG3MM and help with scripting
Shiny Hobo Multitool
Focus Help with scripting
Buns Help with scripting
Kvalyr Help with scripting
FallenStar Help with scripting
Nells Relo Help with scripting
MuffinsGrande Help with scripting
Lostsoul General help
Loz General help
Bluejoel Support and feedback
Shroedingercat Support and feedback
Sumajin VFX for Freecast
Tripsadin Readability/accessibility check on modpage
Lindest Present article
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