ImpUI is now optional. Use if it works for you and don’t if it’s causing you issues with other mods. The only reason it was ever required by this mod was due to custom action resource icons. With patch 8 only the controller seems to have to not have icons for custom resources while everything else works without ImpUI
The last revamp I plan on adding is for Aetheric Strider below
- Aetheric Strider will get 3 more spells considering Psychic Chainshot was removed. Waiting on Patch 8 for this one as we are getting new bow animations which will fit Strider and I can create modified custom ones from it - Aetheric Strider will also get new and modified VFX based off Arcane Archer but without the Animations in the base Mod without the Custom Animations Addon - Aetheric Strider will get Necrotic Arrow mechanic that will allow successive Psychic and Necrotic Arrow cycling in the same manner as Bow + Melee attacks but will only be available in a limited format per battle.
Frostveil Sage received a summon Rimeclaw which is a covered in ice Arctic Bear with various Frost abilities. It deals low damage, is tanky, freezes ground and inflicts Frostbite with every ability including standard attacks boosting Sage's damage. This summon is meant to be utility based.
Unlike their psionic brethren who manipulate the mind, Soul Scions are Mind Weavers who turned to Animacy, the study of the soul itself. Rejecting the traditional psychic arts of their kind, they sought a deeper understanding of existence. Striking down their foes, they their very Soul Essence, harvesting the remnants of shattered spirits to fuel devastating abilities. This stolen energy allows them to empower themselves, weaken their enemies, and dominate the battlefield with unnatural resilience and control. A Soul Scion does not simply fight; they twist the fabric of existence, siphoning power from adversaries to enhance their own might while crippling the will of those who stand against them.
Masters of buffing, debuffing, and soul domination, they use Soul Essence to turn combat in their favor, whether by bolstering their speed and strength, sapping the will of their enemies, or unleashing devastating spells fueled by the echoes of the fallen. A Soul Scion does not simply break their foes, they unravel them, reshaping their soul and spirit into weapons of war.
This subclass is heavily inspired and based on one of my favorite games and class, Pillars of Eternity, Cipher class. They will not have spell slots but use the Soul Essence resource from damaging enemies which fuels their power for spell casting. Soul scion will deal most damage types including Force, Fire, Lightning, Thunder, Necrotic and Psychic.
Soul Scion quick tips:
You can either start with DEX or STR but absolutely need INT. I would start 16 INT + either DEX or STR at 15/16 depending on what weapons you plan on using
Every weapon proficiency is available and the subclass supports Single or Dual Wield with both Ranged and Melee Weapons. You start with a Longsword and can grab a Longbow from tutorial chest
You can play this subclass fully Ranged or Melee, or do both Ranged/Melee at the same time which is what is always preferred.
Always have both bow/melee weapon around as not being able to use Soul Lash and deal damage to generate soul essence hurts.
Soul Lash mechanic is your main spellcasting builder, you want to always use weapon attacks and never miss. Accuracy > damage
You are NOT a martial class and do NOT deal your main damage from weapon attacks. You are a spellcaster that needs to melee in order to cast spells/skills.
You play this class as a controller, you can mind control, inflict curses/statuses, buff allies and yourself, debuff enemies and deal good damage with spells but are not intended to replace sorcerer/wizard levels of damage.
Scion gains nothing new past level 12 as it's hard to balance Soul Essence and it will be added in the future and once more testing is done with level 12
3 more Scion Invocations will be added in a week or 2
The Anima Shield skill is extremely powerful, because it is possible to use it on all allies at the same time and the effect also lasts until a long rest, and can be maintained between combats, making it possible to abuse it and breaking the balance a little... Shouldn't this skill be usable only in combat and last for a few turns only, for example 10 (a huge amount of turns) and vanish at end of combat?
I'm using the latest version available through BG3's internal mod manager. The buff in question doesn't actually expire after the end of combat. Sorry, I expressed myself poorly, but it can only be used in combat. Also, my personal opinion is that I found it too overpowered that it doesn't require concentration and that it can be used on all players in combat, but that's a matter of taste.
Interesting, I didn’t feel like it was too strong but i didn’t really anticipate someone spending their turns just throwing shields around.
I did think about having concentration on it but felt then it would not be strong enough. Take that with a grain of salt as i am no DnD expert.
I wish there was something i could do to not have concentration but limit a single target. What do you think makes it too strong, the multiple targets?
I believe that the fact that it can be used on more than one ally makes it extremely powerful. Due to the various bonuses, I sometimes believe that the shield is better than the cleric's more basic healing. Personally, I believe that the player should be naturally compelled to use the highest possible shield. I believe that adding a cooldown time of, for example, 3 turns would be interesting.
I can give you an example from my gameplay. Today, my character in the game, in a large number of basic combats, follows the same sequence of turns: attack, use shield, attack, use shield. This is a plastic sequence of turns, since there is no reason for the player to accumulate more souls in search of efficiency since the level one shield is very easy to accumulate due to the double attack passive (a passive that I loved by the way).
But I believe that the biggest problem with the barrier is that it lasts for a long rest. In my opinion, since the shield can only be used in combat, it should expire at the end of combat.
It's worth remembering that I haven't played Pillars of Eternity, so I don't really understand the context behind the class. I'm just sharing my feedback and I hope you don't feel offended by me sharing some ideas.
Otherwise, I loved the entire class packages you created, especially the Soul Scion and Frostvail Sage
So i based Scion on the way Cipher is in pillar’s of eternity but 60% of it is all home brewed by me. I think a good compromise here is to have it be concentration so it’s once per target but always have it give essence back and not just when temporary health is lost that way it stays relevant. Thoughts?
Anima shield reduces damage received by 1 for every 10 souls used in the cast and an additional 1 AC for every 20 souls 10% of the damage from each hit suffered by the target during the duration of the effect is accumulated as souls, which are absorbed by the caster when the shield breaks
So we have a protective shield, which protects the target, but feeds on the soul of the "protected" every time he takes damage It is worth remembering that I do not know if this type of conditionals are possible to be implemented xD
Hello, I'm currently using the Soul Scion subclass and I'm not sure how to trigger the Scion's Claim Cerebral Enhancement. I am getting essence from both the weapon attacks (first attack + essence reaping), however, I don't seem to be getting an additional 5 when I make the killing blow for enemies. In addition, is the killing blow supposed to be from immediate damage (weapon attack or spells that damage on impact) or can it be triggered by condition damage (curse of entropy or ignition) on enemy's turn?
I am using the version from in-game Mod Manager if that helps.
Hello again, I just tested it for both ranged and melee attacks. I am still only getting soul essence from the initial soul lash and essence reaping weapon attacks. I am not receiving the additional 5 essence from the Scion's Claim Cerebral Enhancement when killing enemies with direct damage. I don't see anyone else having this issue, do you have some troubleshooting suggestions to try to fix this?
Is it possible to use the new Bladesinger Animations with Aetheric Strider do you think? Everytime I see Gale stancing up with a longsword I thought it would look perfect on the Strider.
That won’t happen as Strider was meant to be a true Archer first and Melee second type of an assassin class, hence the Arcane Archer animations and it getting 5 more archer spells/cantrip with full reaction mechanics on those spells.
If anyone might even remotely make sense for Bladesinger animations it would be Psionic Warden.
I'm confused on the utility of the Insanity Prelude spell for the astral seer? You can only select allies and the wild surge is pretty much always negative so it just kinda screws you over 99% of the time. Sorry if this is stupid, am I missing something?
The Soul Scion ROCKS!!!!! Forceblade used to be my fav Mind Weaver, now Soul Scion is hahaha whats the next one to come? :) I dunno, but I think we need a mind weaver that is capable of AOE control.
Howdy, I'm currently trying to do a run with the Mind Weaver - Soul Scion class. It looks like a lot of fun but I'm unsure on how to use the Mind Surge ability.
None of the soul spells seem to activate the ability or use it when I use the soul cantrips. The only one I can use is the Anima spell as a bonus action that gives me soul points and then I can't use the levitate ability due to using my bonus action already. The levitate ability then is gone by my next turn. I'm unsure if the mind surge is supposed to be used for vanilla spells instead.
I've looked through the posts and have filtered for anyone else talking about Mind surge but I haven't found anything that gives me a solid answer on how to use the ability. Also, please correct me if I'm wrong if I'm also using the class incorrectly, my understanding is Mind surge should be applicable to spells that allow it. Or if Psionic Anima is literally only used to farm back soul essence.
You are correct, i didn’t really see much need for mind surge with scion as it’s such a different class than all the others. Lots of mind surge based spells in the others. Continuously just adding mind surge to every spell started to feel not interesting and scion is so different than every other class that it has enough identity and flavor without it except just to farm some essence in dire situations
I am playing frost veil sage mind weaver and I still don't know how to use mind surge. It says that frostveil Fracture when suing mind surge causes prone but i have now idea how to toggle mind surge and then use the spell. When i click mind surge its blank with no spells being there.
Yes i did. Even tho the spells i have say they do something extra if mind surge is used they don't use the resource it sell. I respected to force blade where they directly had cantrip that used mind surge as resources to cast it.
This will be added later this week, dash, jump, disengage and a bonus action teleport once per combat as well as unarmed damage scaling to sage to take advantage of DEX modifier and increased damage from Frostbite on targets
Thank you so much for this mod! It’s one of my absolute favorites—it's beautiful and the level of detail really stands out. I do have a question about the new update released today (April 21st). I’m still on patch 6 because I use other mods that haven’t been updated for later patches. Is this new version of the Mind Weaver Class still compatible with patch 6? I started a new game recently and noticed the mod didn’t show up.
860 comments
https://homebrewery.naturalcrit.com/share/x8WLix8g7Sth
https://www.reddit.com/r/DnDHomebrew/comments/1kbxwfo/mind_weaver_10_play_a_customizable_psionic/
The last revamp I plan on adding is for Aetheric Strider below
- Aetheric Strider will get 3 more spells considering Psychic Chainshot was removed. Waiting on Patch 8 for this one as we are getting new bow animations which will fit Strider and I can create modified custom ones from it
- Aetheric Strider will also get new and modified VFX based off Arcane Archer but without the Animations in the base Mod without the Custom Animations Addon
- Aetheric Strider will get Necrotic Arrow mechanic that will allow successive Psychic and Necrotic Arrow cycling in the same manner as Bow + Melee attacks but will only be available in a limited format per battle.
Soul Scion
Unlike their psionic brethren who manipulate the mind, Soul Scions are Mind Weavers who turned to Animacy, the study of the soul itself. Rejecting the traditional psychic arts of their kind, they sought a deeper understanding of existence. Striking down their foes, they their very Soul Essence, harvesting the remnants of shattered spirits to fuel devastating abilities. This stolen energy allows them to empower themselves, weaken their enemies, and dominate the battlefield with unnatural resilience and control. A Soul Scion does not simply fight; they twist the fabric of existence, siphoning power from adversaries to enhance their own might while crippling the will of those who stand against them.
Masters of buffing, debuffing, and soul domination, they use Soul Essence to turn combat in their favor, whether by bolstering their speed and strength, sapping the will of their enemies, or unleashing devastating spells fueled by the echoes of the fallen. A Soul Scion does not simply break their foes, they unravel them, reshaping their soul and spirit into weapons of war.
This subclass is heavily inspired and based on one of my favorite games and class, Pillars of Eternity, Cipher class. They will not have spell slots but use the Soul Essence resource from damaging enemies which fuels their power for spell casting. Soul scion will deal most damage types including Force, Fire, Lightning, Thunder, Necrotic and Psychic.
Soul Scion quick tips:
Added 3 last spells in 7.1.0 version
Progression so far is here: Soul Scion progression
The Anima Shield skill is extremely powerful, because it is possible to use it on all allies at the same time and the effect also lasts until a long rest, and can be maintained between combats, making it possible to abuse it and breaking the balance a little...
Shouldn't this skill be usable only in combat and last for a few turns only, for example 10 (a huge amount of turns) and vanish at end of combat?
As far as it not expiring after Combat that is a bug.
Also, my personal opinion is that I found it too overpowered that it doesn't require concentration and that it can be used on all players in combat, but that's a matter of taste.
I did think about having concentration on it but felt then it would not be strong enough. Take that with a grain of salt as i am no DnD expert.
I wish there was something i could do to not have concentration but limit a single target. What do you think makes it too strong, the multiple targets?
Personally, I believe that the player should be naturally compelled to use the highest possible shield. I believe that adding a cooldown time of, for example, 3 turns would be interesting.
I can give you an example from my gameplay. Today, my character in the game, in a large number of basic combats, follows the same sequence of turns: attack, use shield, attack, use shield. This is a plastic sequence of turns, since there is no reason for the player to accumulate more souls in search of efficiency since the level one shield is very easy to accumulate due to the double attack passive (a passive that I loved by the way).
But I believe that the biggest problem with the barrier is that it lasts for a long rest. In my opinion, since the shield can only be used in combat, it should expire at the end of combat.
It's worth remembering that I haven't played Pillars of Eternity, so I don't really understand the context behind the class. I'm just sharing my feedback and I hope you don't feel offended by me sharing some ideas.
Otherwise, I loved the entire class packages you created, especially the Soul Scion and Frostvail Sage
How about something like this...
Anima shield reduces damage received by 1 for every 10 souls used in the cast and an additional 1 AC for every 20 souls
10% of the damage from each hit suffered by the target during the duration of the effect is accumulated as souls, which are absorbed by the caster when the shield breaks
So we have a protective shield, which protects the target, but feeds on the soul of the "protected" every time he takes damage
It is worth remembering that I do not know if this type of conditionals are possible to be implemented xD
I am using the version from in-game Mod Manager if that helps.
If anyone might even remotely make sense for Bladesinger animations it would be Psionic Warden.
I'm currently trying to do a run with the Mind Weaver - Soul Scion class. It looks like a lot of fun but I'm unsure on how to use the Mind Surge ability.
None of the soul spells seem to activate the ability or use it when I use the soul cantrips. The only one I can use is the Anima spell as a bonus action that gives me soul points and then I can't use the levitate ability due to using my bonus action already. The levitate ability then is gone by my next turn. I'm unsure if the mind surge is supposed to be used for vanilla spells instead.
I've looked through the posts and have filtered for anyone else talking about Mind surge but I haven't found anything that gives me a solid answer on how to use the ability. Also, please correct me if I'm wrong if I'm also using the class incorrectly, my understanding is Mind surge should be applicable to spells that allow it. Or if Psionic Anima is literally only used to farm back soul essence.
Any help would be appreciated.