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{{PageSeo | {{PageSeo | ||
| title = Illithid Powers | | title = Illithid Powers | ||
| description = Illithid | | description = Illithid powers are special abilities tied to the mind flayer tadpole that the player character and Origin companions are infected with. | ||
| image = Illithid_Powers.webp | | image = Illithid_Powers.webp | ||
}} | }} | ||
[[File: | [[File:Tadpole_Pool.png|right|140px|link=Mind Flayer Parasite Specimen]] | ||
{{ | '''Illithid powers''' are special abilities tied to the [[mind flayer]] tadpole that the player character, [[Origin]], and some non-Origin [[companions]] are infected with. | ||
{{ | {{TOC|limit=3}} | ||
== Overview == | |||
Once attempting to cross the bridge leading to the [[Goblin Camp]] in [[Act One]], a cutscene involving the {{SmRarityItem|Mysterious Artefact}} will trigger. During the next [[Long Rest]], they will be visited by the [[Dream Guardian]] who encourages the player character to accept and wield the power the tadpole gives. This dream starts the [[Embrace Your Potential]] quest and enables the party to consume tadpoles in exchange for illithid powers. | |||
Once the quest has started, consuming a {{SmRarityItem|Mind Flayer Parasite Specimen}} will unlock the Illithid Powers skill tree. All Mind Flayer Parasite Specimens in the party's inventory will be removed there and added to the skill tree interface, where they can be used to unlock new Illithid Powers. If no Mind Flayer Parasite Specimen is consumed, then the skill tree will also be unlocked if Minthara is recruited, because she has been forced to consume a Mind Flayer Parasite Specimen before and has already some Illithid Powers. | |||
* {{CharLink|Gale}} and {{CharLink|Astarion}} are willing to use illithid powers, no roll required. | |||
* {{CharLink|Karlach}}, {{CharLink|Wyll}}, {{CharLink|Lae'zel}}, and {{CharLink|Shadowheart}} will initially refuse to use illithid powers, but can be convinced to use them through [[Persuasion]] checks. The opportunity to convince these party members to partake in illithid powers will be provided again in early [[Act Three]], if they remain reluctant early on. | |||
* {{CharLink|Minthara}} already has consumed at least one Mind Flayer Parasite Specimen before the party met her, and because of this she already has some illithid powers upon being recruited ({{SAI|Charm}}, {{SAI|Concentrated Blast}}, {{SAI|Favourable Beginnings}} and {{SAI|Psionic Backlash}}). | |||
* {{CharLink|Halsin}}, {{CharLink|Jaheira}}, and the [[Hirelings]] cannot get illithid powers. | |||
== List of | == List of illithid powers == | ||
<center class="nomobile"><span style="font-size:120%;">Click on an icon to go visit the corresponding page</span> | <center class="nomobile"><span style="font-size:120%;">Click on an icon to go visit the corresponding page</span> | ||
{{HorizontalRuleImage}} | {{HorizontalRuleImage}} | ||
<div style="background:radial-gradient(#260a08, #1a0706, black, black); border-radius: 30px;"><imagemap> | <div style="background:radial-gradient(#260a08, #1a0706, black, black); border-radius: 30px; height: 682px; width: 100%; "><div style="position: absolute; left: 0; right: 0; pointer-events: none;">[[File:Illithid Powers Brain C S.webp|550px]]</div><div class="bg3wiki-visible-on-hover" style="position: absolute; left: 0; right: 0;"><imagemap> | ||
File:Illithid Powers Brain. | File:Illithid Powers Brain C S Unlock.webp|550px|alt=A Picture of a brain, covered with Illithid Powers icons - Clickable ImageMap links|Illithid Powers. Clicking an icon will link to the corresponding page. | ||
circle 550 695 40 [[Illithid Persuasion]] | |||
circle 536 506 53 [[Psionic Overload]] | |||
circle 665 614 52 [[Favourable Beginnings]] | |||
circle 642 807 52 [[Force Tunnel]] | |||
circle 448 819 53 [[Concentrated Blast]] | |||
circle 412 599 54 [[Transfuse Health]] | |||
circle 446 315 56 [[Stage Fright]] | |||
circle 633 315 58 [[Ability Drain]] | |||
circle 804 459 60 [[Luck of the Far Realms]] | |||
circle 839 705 60 [[Charm]] | |||
circle 766 941 61 [[Displace]] | |||
circle 649 1100 62 [[Repulsor]] | |||
circle 407 1101 60 [[Cull the Weak]] | |||
circle 313 957 56 [[Psionic Backlash]] | |||
circle 245 659 56 [[Shield of Thralls]] | |||
circle 286 429 57 [[Perilous Stakes]] | |||
circle 688 110 61 [[Fracture Psyche]] | |||
circle 920 318 60 [[Illithid Expertise]] | |||
circle 1006 678 62 [[Psionic Dominance]] | |||
circle 966 1020 65 [[Black Hole]] | |||
circle 728 1275 64 [[Fly (Illithid Power)]] | |||
circle 347 1278 59 [[Mind Blast]] | |||
circle 113 1027 59 [[Mind Sanctuary]] | |||
circle 77 700 58 [[Freecast]] | |||
circle 140 313 61 [[Absorb Intellect]] | |||
circle 363 108 61 [[Displacer Beast Shape]] | |||
#<!-- | #<!-- Try searching online for "Image Map" to find various tools and guides. --> | ||
</imagemap></div></center> | </imagemap></div></div></center> | ||
{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;" | {| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;" | ||
! style="width: | ! style="width: 23%;" | Power | ||
! style="width: | ! style="width: 10%;" | Type | ||
! style="width: | ! style="width: 52%;" | Description | ||
! style="width: 15%;" | Requires | ! style="width: 15%;" | Requires | ||
|- | |- | ||
| | | {{SAI|Illithid Persuasion|w=40}} | ||
| Passive Feature | | Passive Feature | ||
| You can use your connection to the parasite in your brain to force cultists of the Absolute to obey you. | | You can use your connection to the parasite in your brain to force cultists of the Absolute to obey you. | ||
| Unlocked automatically | | Unlocked automatically | ||
|- | |- | ||
| | | {{SAI|Psionic Overload|w=40}} | ||
| Class Action | | Class Action | ||
| Your attacks deal an additional {{DamageText|1d4|Psychic}} damage, but you take {{DamageText|1d4|Psychic}} damage every turn. | | Your attacks deal an additional {{DamageText|1d4|Psychic}} damage, but you take {{DamageText|1d4|Psychic}} damage every turn. | ||
| None | | None | ||
|- | |- | ||
| | | {{SAI|Favourable Beginnings|w=40}} | ||
| Passive Feature | | Passive Feature | ||
| The first | | The first {{Attack Roll}} or {{Ability Check}} you make against any target gains a bonus equal to your [[Proficiency Bonus]]. | ||
| None | | None | ||
|- | |- | ||
| {{ | | {{SAI|Force Tunnel|w=40}} | ||
| Class Action | | Class Action | ||
| Charge forward, pushing all objects and creatures in your path | | Charge forward, pushing all objects and creatures in your path 4 m / 13 ft away from you. | ||
| None | | None | ||
|- | |- | ||
| | | {{SAI|Concentrated Blast|w=40}} | ||
| Class Action | | Class Action | ||
| Deal {{DamageText|3d6|Psychic}} damage. You must be | | Deal {{DamageText|3d6|Psychic}} damage. You must be {{SmallIcon|Concentration Icons.png|link=Concentration}} [[Concentration|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. | ||
| None | | None | ||
|- | |- | ||
| | | {{SAI|Transfuse Health|w=40}} | ||
| Class Action | | Class Action | ||
| Sacrifice half your remaining | | Sacrifice half your remaining {{Hp}} to heal a target for the same amount. | ||
| None | | None | ||
|- | |- | ||
| {{ | | {{SAI|Stage Fright|w=40}} | ||
| Class Action | | Class Action | ||
| Your targets have | | Your targets have {{Disadvantage}} on {{Attack Roll}}s and take {{DamageText|2d6|Psychic}} damage each time they miss. Targets overcome their Stage Fright early when they succeed on an Attack Roll. | ||
| [[Psionic Overload]] | | [[Psionic Overload]] | ||
|- | |- | ||
| | | {{SAI|Ability Drain|w=40}} | ||
| Passive Feature | | Passive Feature | ||
| Once per turn, when you make an | | 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. | ||
| [[Psionic Overload]] | | [[Psionic Overload]] | ||
|- | |- | ||
| | | {{SAI|Luck of the Far Realms|w=40}} | ||
| Passive Feature | | Passive Feature | ||
| When you make a successful | | When you make a successful {{Attack Roll}} against a foe, you can change that attack into a [[Critical Hit]]. {{Recharge|Long Rest}}. | ||
| [[Favourable Beginnings]] | | [[Favourable Beginnings]] | ||
|- | |- | ||
| | | {{SAI|Charm|w=40}} | ||
| | | Reaction | ||
| Channel the dark allure of the tadpole to | | Channel the dark allure of the tadpole to {{cond|Charmed|Charm}} an enemy that attacks you, preventing them from attacking you until their next turn. | ||
Note: Enemies | Note: Enemies have {{advantage}} on the {{saving throw}} against being charmed. | ||
| [[Favourable Beginnings]] | | [[Favourable Beginnings]] | ||
|- | |- | ||
| | | {{SAI|Displace|w=40}} | ||
| Passive Feature | | Passive Feature | ||
| Creatures suffering Falling damage because of your actions take an additional {{DamageText|1d8|Psychic}} damage. | | Creatures suffering Falling damage because of your actions take an additional {{DamageText|1d8|Psychic}} damage. | ||
| [[Force Tunnel]] | | [[Force Tunnel]] | ||
|- | |- | ||
| {{ | | {{SAI|Repulsor|w=40}} | ||
| Class Action | | Class Action | ||
| Push anything and anyone back | | Push anything and anyone back 6 m / 20 ft. Deals {{DamageText|2d6|Force}} damage, targets take half damage if successful on save. | ||
| [[Force Tunnel]] | | [[Force Tunnel]] | ||
|- | |- | ||
| | | {{SAI|Psionic Backlash|w=40}} | ||
| | | Reaction | ||
|When an enemy | | When an enemy within 9 m / 30 ft casts a spell, you can use your {{Action|Reaction}} to inflict {{DamageText|1d4|Psychic}} damage to the caster per the spell‘s level. | ||
|[[Concentrated Blast]] | | [[Concentrated Blast]] | ||
|- | |- | ||
| | | {{SAI|Cull the Weak|w=40}} | ||
|Toggleable Passive Feature | | Toggleable Passive Feature | ||
|When you bring a creature down to fewer | | When you bring a creature down to fewer {{Hp}} than your number of evolved illithid powers, it dies and all nearby creatures take {{DamageText|1~4|Psychic}} damage. | ||
|[[Concentrated Blast]] | | [[Concentrated Blast]] | ||
|- | |- | ||
| | | {{SAI|Shield of Thralls|w=40}} | ||
|Class Action | | Class Action | ||
|Conjure a volatile shield around yourself or an ally, granting the target 10 | | Conjure a volatile shield around yourself or an ally, granting the target {{Temp hp|10}}. | ||
|[[Transfuse Health]] | | [[Transfuse Health]] | ||
|- | |- | ||
| | | {{SAI|Perilous Stakes|w=40}} | ||
|Class Action | | Class Action | ||
|Invest a creature with power that heals it when it attacks, but also makes it | | Invest a creature with power that heals it when it attacks, but also makes it [[vulnerable]] to all damage. | ||
|[[Transfuse Health]] | | [[Transfuse Health]] | ||
|} | |} | ||
===Elite | === Elite powers === | ||
When | {{see also|Partial-illithid}} | ||
When first gaining access to illithid powers, the outer ring of abilities will be locked. At the very end of [[Act Two]], on the road to [[Baldur's Gate]], the party will be given the opportunity to unlock these powers by agreeing to absorb the [[Astral-Touched Tadpole]] and become a [[partial-illithid]]. Doing this will automatically unlock [[Fly (Illithid Power)]] and the 5 powers of the innermost ring, i.e. {{SAI|Concentrated Blast}}, {{SAI|Favourable Beginnings}}, {{SAI|Force Tunnel}}, {{SAI|Psionic Overload}}, and {{SAI|Transfuse Health}}. Any regular [[Tadpoles]] the character might have already spent to unlock these abilities will be refunded. Absorbing the Astral-Touched Tadpole will also permanently mark the character's entire body with dark veins and darken their eyes. | |||
{| class=wikitable style="margin-left: auto; margin-right: auto; border: none;" | {| class=wikitable style="margin-left: auto; margin-right: auto; border: none;" | ||
! style="width: | ! style="width: 23%;" | Power | ||
! style="width: | ! style="width: 10%;" | Type | ||
! style="width: | ! style="width: 52%;" | Description | ||
! style="width: 15%;" | Requires | ! style="width: 15%;" | Requires | ||
|- | |- | ||
| {{ | | {{SAI|Fracture Psyche|w=40}} | ||
| Class Action | | Class Action | ||
| Invade a target's mind and disrupt its defences. The target's | | Invade a target's mind and disrupt its defences. The target's {{Armour Class}} is reduced by 1. If the target dies while its psyche is fractured, you can cast [[Shatter Psyche]] on another target. | ||
| Unlock one of: | | Unlock one of: | ||
* [[Ability Drain]] | * [[Ability Drain]] | ||
* [[Illithid Expertise]] | * [[Illithid Expertise]] | ||
|- | |- | ||
| | | {{SAI|Illithid Expertise|w=40}} | ||
| Passive Feature | | Passive Feature | ||
| You have deepened your sense of self, gaining [[ | | You have deepened your sense of self, gaining {{Expertise}} in [[Persuasion]], [[Deception]] and [[Intimidation]] [[checks]]. | ||
Also grants [[Proficiency]] in those skills if not already possessed. | |||
| Unlock one of: | | Unlock one of: | ||
* [[Luck of the Far Realms]] | * [[Luck of the Far Realms]] | ||
* [[ | * [[Fracture Psyche]] | ||
|- | |- | ||
| | | {{SAI|Psionic Dominance|w=40}} | ||
| | | Reaction | ||
|Use your | | Use your {{Action|Reaction}} to cancel a spell targeted at you if its spell level is less than or equal to your [[Proficiency Bonus|proficiency bonus]]. | ||
| [[Charm]] | | Unlock one of: | ||
* [[Charm]] | |||
* [[Black Hole]] | |||
|- | |- | ||
| | | {{SAI|Black Hole|w=40}} | ||
| Class Action | | Class Action | ||
|Summon a black hole that pulls in nearby enemies and potentially | |Summon a black hole that pulls in nearby enemies and potentially {{Cond|Slowed|Slows}} them. Up to five more black holes can be summoned after first casting. {{Recharge|Short Rest}}. | ||
| [[Displace]] | | Unlock one of: | ||
* [[Displace]] | |||
* [[Psionic Dominance]] | |||
|- | |- | ||
| | | {{SAI|Fly (Illithid Power)|Fly|w=40}} | ||
| Class Action | | Class Action | ||
| Fly to a target position. | | Fly to a target position. Consumes {{Action|Movement}} speed but not an {{Action}} or {{Action|Bonus}}. | ||
| Unlocked automatically | | Unlocked automatically | ||
|- | |- | ||
| | | {{SAI|Mind Blast|w=40}} | ||
| Class Action | | Class Action | ||
| Spew forth a conical wave of psychic energy and possibly | | Spew forth a conical wave of psychic energy and possibly {{Cond|Stunned|Stun}} targets within. Deals {{DamageText|4d8+Spellcasting Ability Modifier|Psychic}} damage. | ||
| | | None | ||
|- | |- | ||
| | | {{SAI|Mind Sanctuary|w=40}} | ||
| Class Action | | Class Action | ||
|Sculpt a magical nexus that allows those within to take | |Sculpt a magical nexus that allows those within to take {{Action}}s and {{Action|Bonus}}s interchangeably. {{Recharge|Long Rest}}. | ||
| Unlock one of: | | Unlock one of: | ||
* [[Psionic Backlash]] | * [[Psionic Backlash]] | ||
* [[Freecast]] | * [[Freecast]] | ||
|- | |- | ||
| | | {{SAI|Freecast|w=40}} | ||
| Toggleable Passive Feature | | Toggleable Passive Feature | ||
|You have discovered a marvellous adaptability within yourself. Spell slots, charges, and similar resource costs for your next action or spell are removed. | |You have discovered a marvellous adaptability within yourself. Spell slots, charges, and similar resource costs for your next action or spell are removed. {{Recharge|Long Rest}}. | ||
| Unlock one of: | | Unlock one of: | ||
* [[Shield of Thralls]] | * [[Shield of Thralls]] | ||
* [[Mind Sanctuary]] | * [[Mind Sanctuary]] | ||
|- | |- | ||
| | | {{SAI|Absorb Intellect|w=40}} | ||
| Class Action | | Class Action | ||
| Gobble up a foe's intellect, lowering their | | Gobble up a foe's intellect, lowering their {{Ability|Intelligence}} by 1 per turn and healing your wounds for 5 turns ({{DamageText|1d8|Healing}} each turn). | ||
| Unlock one of: | | Unlock one of: | ||
* [[Perilous Stakes]] | * [[Perilous Stakes]] | ||
* [[Displacer Beast Shape]] | * [[Displacer Beast Shape]] | ||
|- | |- | ||
| | | {{SAI|Displacer Beast Shape|w=40}} | ||
| Class Action | | Class Action | ||
| Transform into a displacer beast that can [[Displace]] itself and enemies, and has 85 | | Transform into a displacer beast that can [[Displace (Displacer Beast)|Displace]] itself and enemies, and has {{hp|85}}. You take on the attributes of a displacer beast, but maintain your {{Ability|Intelligence}}, {{Ability|Wisdom}}, and {{Ability|Charisma}} scores. When your displacer beast form drops to 0 hit points, you revert to your original form. | ||
| Unlock one of: | | Unlock one of: | ||
* [[Stage Fright]] | * [[Stage Fright]] | ||
* [[Absorb Intellect]] | * [[Absorb Intellect]] | ||
|} | |} | ||
===Other | |||
=== Full ceremorphosis === | |||
{{see also|Full-illithid}} | |||
During the final quest, [[Confront the Elder Brain]], the player character will have the option to undergo full ceremorphosis and become a [[full-illithid]]. At this point, they will automatically unlock most illithid powers and gain access to more powerful versions of a select few. | |||
These abilities are not available through the "Illithid Power" screen, but are instead granted automatically after transformation. | |||
{| class=wikitable style="margin-left: auto; margin-right: auto; border: none;" | |||
! style="width: 23%;" | Power | |||
! style="width: 10%;" | Type | |||
! style="width: 67%;" | Description | |||
|- | |||
| {{SAI|Strengthened Force Tunnel|w=40}} | |||
| Class Action | |||
| Charge forward, pushing all objects and creatures in your path 12 m / 40 ft away from you. Deals {{DamageText|3d10+4|Force}} and may cause {{cond|Prone}} | |||
|- | |||
| {{SAI|Fierce Perilous Stakes|w=40}} | |||
| Class Action | |||
| Grant an ally an additional {{DamageText|15|Psychic}} damage, automatic [[Critical Hit]] when they roll a 15 or higher, and healing on hit. However, they will also be [[vulnerable]] to all damage. | |||
|- | |||
| {{SAI|Nebulous Black Hole|w=40}} | |||
| Class Action | |||
| Create a point of intense gravity dealing {{DamageText|3d10+4|Force}} damage and possibly {{cond|Slowed|slowing}} enemies. | |||
|- | |||
| {{SAI|Synaptic Consumption|w=40}} | |||
| Class Action | |||
| Lower all of an enemies [[ability score]]s by 5, then 1 per turn, and regain {{DamageText|2~20|Healing}} per turn for five turns. The foe is left {{cond|Prone}}. | |||
|- | |||
| {{SAI|Augmented Shield of Thralls|w=40}} | |||
| Class Action | |||
| Target two creatures, granting them {{Temp hp|25}}. Once these hit points are diminished, the shield bursts and leaves nearby enemies {{cond|Stunned}}. | |||
|- | |||
| {{SAI|Potent Concentrated Blast|w=40}} | |||
| Class Action | |||
| Deals {{DamageText|9d6|Psychic}} damage to an enemy. If they were {{SmallIcon|Concentration Icons.png|link=Concentration}} [[Concentration|Concentrating]] on a spell, heal an equal amount of hit points. | |||
|- | |||
| {{SAI|Extract Brain|w=40}} | |||
| Class Action | |||
| Lobotomise a nearby creature that is {{cond|Stunned}}, {{cond|Prone}}, {{cond|Sleeping}} or [[Unconscious]], dealing {{DamageText|5d10+50|Piercing}} damage and regaining {{DamageText|6d6|Healing}}. | |||
|- | |||
| {{SAI|Tentacle Whip|w=40}} | |||
| Class Action | |||
| Deal {{DamageText|3d10+5|Psychic}} melee damage, and possibly {{cond|Stunned|Stun}} the target. | |||
|- | |||
| {{SAI|Levitate (Illithid Power)|w=40}} | |||
| Class Action | |||
| Float to a destination using {{Action|Movement}} speed. | |||
|- | |||
|} | |||
=== Other powers === | |||
These illithid powers are not part of the illithid power tree and are instead unlocked through story events. | |||
{| class=wikitable style="margin-left: auto; margin-right: auto; border: none;" | {| class=wikitable style="margin-left: auto; margin-right: auto; border: none;" | ||
! style="width: | ! style="width: 23%;" | Power | ||
! style="width: | ! style="width: 10%;" | Type | ||
! style="width: | ! style="width: 52%;" | Description | ||
! style="width: 15%;" | Requires | ! style="width: 15%;" | Requires | ||
|- | |- | ||
| {{ | | {{SAI|Survival Instinct|w=40}} | ||
| Class Action | | Class Action | ||
| If the character reaches 0 | | If the character reaches {{hp|0}}, it regains {{DamageText|3d4|Healing}} instead of falling [[Unconscious]]. | ||
| Reward from: [[Help Omeluum Investigate the Parasite]] | | Reward from: [[Help Omeluum Investigate the Parasite]] | ||
|- | |||
| {{SAI|Awakened|w=40}} | |||
| Passive feature | |||
| You can use all of your Illithid Powers as a {{Action|Bonus}}. Your resistance to the zaith'isk in the githyanki infirmary awakened this power. | |||
| Succeed on all three [[saving throws]] when interacting with the Zaith'isk in [[Crèche Y'llek]]. Or, if Lae'zel is in the Zaith'isk, succeed on the final [[Ability Checks|ability check]]. | |||
|- | |||
|} | |} | ||
== Mind flayer parasite locations == | |||
=== Act One === | |||
==== True Souls ==== | |||
Dropped by defeating the following characters: | |||
* {{CharLink|Dror Ragzlin}} | |||
* {{CharLink|Edowin}} | |||
* {{CharLink|Flind}} | |||
* {{CharLink|Minthara}} | |||
* {{CharLink|Nere}} | |||
* {{CharLink|Priestess Gut}} | |||
== | ==== Loot ==== | ||
=== | * One is found in the [[Enclave Library]] of the [[Druid Grove]] on a table {{Coords|-445|17}}. | ||
* Three are found in the [[Crèche Y'llek#Infirmary|Infirmary]] of Crèche Y'llek, next to the Zaith'isk. Two are around one table {{Coords|1285|-818}} and one is on another table {{Coords|1285|-802}}. | |||
* | |||
* | |||
Siding with Absolute cultists may net [[Gifts from the Absolute]], which are functionally the same as Tadpole Specimens. In Act 1, there are | ==== Quest rewards ==== | ||
* Received from Minthara for completing quest [[Raid the Emerald Grove]] | Siding with Absolute cultists may net two [[Gift from the Absolute|Gifts from the Absolute]], which are functionally the same as Tadpole Specimens. In Act 1, there are two which can be obtained in the following ways: | ||
* Received from Nere for siding with him after quest [[Free True Soul Nere]] | * Received from Minthara for completing quest [[Raid the Emerald Grove]]. | ||
}} | * Received from Nere for siding with him after the quest [[Free True Soul Nere]]. | ||
=== Act Two === | |||
==== True Souls ==== | |||
Dropped by defeating the following characters: | |||
* {{CharLink|Merim|Adept Merim}} | |||
* {{CharLink|Z'rell|Disciple Z'rell}} | |||
* {{CharLink|Marcus Falgor|Fist Marcus}} | |||
* {{CharLink|Linsella}} | |||
* {{CharLink|Malik (zealot)|Zealot Malik}} | |||
==== Loot ==== | |||
* Two are found by taking the [[Zhentarim Shipping Crate]] {{Coords|-71|-187}} at the docks of [[Moonrise Towers]]. | |||
* One can be found in Zealot Krizt, who will be guarding the broken bridge {{coords|-100|-149}} to Moonrise Towers when first approaching it. If she is not attacked, her corpse {{Coords|625|-87}} can be later found in the [[Oubliette]] under Moonrise Towers. | |||
* Found in a Brine Pool {{Coords|678|45}}, after passing a {{Ability check|Perception|16}}, in the [[Mind Flayer Colony]] under Moonrise Towers. | |||
* If [[Isobel Thorm|Isobel]] was abducted from [[Last Light Inn]], she will have a parasite on her body when you fight her alongside Ketheric. | |||
==== Quest rewards ==== | |||
Two [[Gift from the Absolute|Gifts from the Absolute]] will be rewarded for: | |||
* Completing [[Capture Isobel the Selûnite Cleric]]. | |||
* Completing [[Find Ketheric Thorm's Relic]] by allowing [[Balthazar]] to transport the Nightsong to Moonrise Towers. | |||
=== Act Three === | |||
==== True Souls ==== | |||
Dropped by defeating the following characters: | |||
* {{CharLink|Avery Sonshal}} in [[Felogyr's Fireworks]] | |||
* {{CharLink|Sally Flymm|Sally}} and {{CharLink|Dravo Flymm}} in [[Flymm's Cobblers]] | |||
* {{CharLink|Edenosa|Manip Edenosa}} around [[Bloomridge Park]] | |||
* {{CharLink|Churg Elvek}} around the [[Grey Harbour Docks]] | |||
* {{CharLink|Mibbs|Fist 'Deadeye' Mibbs}} guarding the entrance to the Upper City near the Baldur's Gate [[Waypoint]] | |||
* {{CharLink|Darbonna|Fist Healer Darbonna}} guarding the entrance to the Upper City near the Baldur's Gate [[Waypoint]] | |||
====Partial-Illithid==== | |||
Becoming a [[Partial-illithid]] refunds all [[tadpoles]] spent on unlocking any of the 5 "inner circle" Illithid Powers, i.e. {{SAI|Concentrated Blast}}, {{SAI|Favourable Beginnings}}, {{SAI|Force Tunnel}}, {{SAI|Psionic Overload}}, and {{SAI|Transfuse Health}}. Since Minthara starts with some of these Illithid Powers already unlocked, transforming her into a Partial-illithid will net the party 2 tadpoles. | |||
=== | ==== Loot ==== | ||
[[Rivington]] and [[Wyrm's Crossing]]: | |||
* Found on a barrel {{Coords|-225|108}} at the docks in Rivington. | |||
* Two are found in Storage {{Coords|-212|129}} on the ship at the [[Western Beach]] in Rivington. | |||
* Found in a locked Gilded Chest {{Coords|-32|219}} on the top floor of [[Wyrm's Rock Fortress]], near a bed, where Gortash goes after his coronation. This can be found along with the [[Helldusk Boots]]. | |||
* Found | |||
* | |||
* Found in a | |||
The [[Lower City]]: | |||
* Found on a table {{Coords|-9|-92}} at [[Sorcerous Sundries]]. | * Found on a table {{Coords|-9|-92}} at [[Sorcerous Sundries]]. | ||
* Found next to the Gnarly Cauldron {{Coords|-2336|-120}} in [[The Blushing Mermaid - Basement | * Found next to the Gnarly Cauldron {{Coords|-2336|-120}} in [[The Blushing Mermaid - Basement]]. | ||
* Found on a table {{Coords|-45|18}} inside a flooded room in the [[Iron Throne]]. | * Found on a table {{Coords|-45|18}} inside a flooded room in the [[Iron Throne]]. | ||
* Found on a desk {{Coords|-208|-86}} on the second floor of [[The Lodge | * Found on a desk {{Coords|-208|-86}} on the second floor of [[The Lodge]]. | ||
* Found on a table {{Coords|-1856|-428}} in the | * Found on a table {{Coords|-1856|-428}} in the Sanguine Laboratory in the cellar of [[Crimson Draughts]], accessed through a wooden hatch{{Coords|-91|-90}}. | ||
* Found in High Security Vault n.6 {{Coords|-713|881}} in [[The Counting House]]. | * Found in High Security Vault n.6 {{Coords|-713|881}} in [[The Counting House]]. | ||
* | * Six are found in Cargo Shipment {{Coords|-202|-125}}, disguised as Wooden Trunks, on a ship just east of the [[Steel Watch Foundry]]. | ||
* Found on a table {{Coords|-1937|447}} in the | * Found on a table {{Coords|-1937|447}} in the Steel Watch Foundry - Lab Level. | ||
==== Quest rewards ==== | |||
* A special variant, [[Astral-Touched Tadpole]], is given by [[The Emperor]] during a story sequence. | |||
* A special variant, [[Mind Flayer Brain]], can be found on a [[mind flayer]] hiding in the [[Windmill Basement]] of the Abandoned Windmill {{Coords|44|-38}} in [[Rivington]]. | |||
== Spellcasting ability modifier == | |||
{{main|Spells#Spellcasting ability|custom=Spellcasting ability}} | |||
Some illithid powers involve [[saving throws]]. For these powers, the [[difficulty class]] is determined by your [[Spells#Spellcasting ability|spellcasting ability modifier]], even for classes that do not typically have spells. All bonuses to spell save DC such as [[Arcane Acuity (Condition)|Arcane Acuity]] or [[Arcane Enchantment (+1)|Arcane Enchantment]] will also apply to illithid powers. | |||
In the case of a multiclass, the ability score used by this modifier is determined by the latest class added to the multiclass. In other words, taking level 1 in a new class will switch the spellcasting ability modifier used by illthid powers (and items or scrolls) to use the new class's modifier. | |||
== | == Pre-release powers == | ||
{{Legacy | {{Legacy content|section}} | ||
In [[Early Access]], | In [[Early Access]], illithid powers were much simpler. Instead of consuming other tadpoles to gain points to spend on powers, your tadpole grew more powerful as you used Illithid Persuasion options in dialogue. Once you'd used Illithid Persuasion three times, a special cutscene was triggered during your next long rest and each character gained a single illithid power unique to their class. Some of these abilities were reworked into the current illithid powers. A full list of Early Access powers can be seen below: | ||
{| class="wikitable mw-collapsible | {| class="wikitable mw-collapsible" style="width: 100%; border: none;" | ||
! colspan=4 | Early Access Illithid Powers | ! colspan=4 | Early Access Illithid Powers | ||
|- | |- | ||
Line 318: | Line 376: | ||
! style="width: 280px;" | How to Obtain | ! style="width: 280px;" | How to Obtain | ||
|- | |- | ||
| {{ | | {{SAI|Endless Rage|w=40}} || style="text-align:center;" | [[Barbarian]] || While [[Rage|Raging]], deal an additional {{DamageColor|Physical|1d4}} damage with weapon attacks, but receive {{DamageText|1d4|Psychic}} damage each turn. Prevents [[Rage]] from ending early. || Succeed on 3 Illithid Wisdom [[Skill Check]]s, then rest until you receive a dream cutscene. | ||
|- | |- | ||
| {{ | | {{SAI|Stage Fright|w=40}} || style="text-align:center;" | [[Bard]] || Drown your enemies in an overwhelming fear of failure. They receive {{Disadvantage}} on {{Attack Roll}}s and take {{DamageText|2d6|Psychic}} damage each time they miss an Attack Roll. Ends when they hit with an Attack Roll. || Succeed on 3 Illithid Wisdom [[Skill Check]]s, then rest until you receive a dream cutscene. | ||
|- | |- | ||
| {{ | | {{SAI|Survival Instinct|w=40}} || style="text-align:center;" | [[Cleric]] || Infuse a creature with psionic force. If it reaches 0 HP, it regains {{DamageColor|Healing|3d4}} HP instead of falling Unconscious. || Succeed on 3 Illithid Wisdom [[Skill Check]]s, then rest until you receive a dream cutscene. | ||
|- | |- | ||
| {{ | | {{SAI|Aberrant Shape|w=40}} || style="text-align:center;" | [[Druid]] || Magically assume the shape of an Intellect Devourer that can deal {{DamageColor|Psychic|Psychic}} damage. || Succeed on 3 Illithid Wisdom [[Skill Check]]s, then rest until you receive a dream cutscene. | ||
|- | |- | ||
| {{ | | {{SAI|Psionic Pull|w=40}} || style="text-align:center;" | [[Fighter]] || Pull a creature or object toward you. || Succeed on 3 Illithid Wisdom [[Skill Check]]s, then rest until you receive a dream cutscene. | ||
|- | |- | ||
| {{ | | {{SAI|Fracture Psyche|w=40}} || style="text-align:center;" | [[Paladin]] || Invade a target's mind and disrupt its defenses (Reduces target's {{ArmourClass}} by 1). || Succeed on 3 Illithid Wisdom [[Skill Check]]s, then rest until you receive a dream cutscene. | ||
|- | |- | ||
| {{ | | {{SAI|Force Tunnel|w=40}} || style="text-align:center;" | [[Ranger]] || Charge forward and push all objects and creatures in your path away from you. || Succeed on 3 Illithid Wisdom [[Skill Check]]s, then rest until you receive a dream cutscene. | ||
|- | |- | ||
| {{ | | {{SAI|Inkblot|w=40}} || style="text-align:center;" | [[Rogue]] || Create a cloud of magical darkness and immediately attempt to hide. Creatures within the cloud are [[Heavily Obscured]] and [[Conditions#Blinded|Blinded]]. Creatures cannot make ranged attacks into or out of the darkness. || Succeed on 3 Illithid Wisdom [[Skill Check]]s, then rest until you receive a dream cutscene. | ||
|- | |- | ||
| {{ | | {{SAI|Horrific Visage|w=40}} || style="text-align:center;" | [[Sorcerer]] || Release the eldritch magic within you and terrify a creature with your twisted powers. Regain 2 Sorcery Points and potentially deal {{DamageText|1d4|Psychic}} damage per turn for 3 turns. || Succeed on 3 Illithid Wisdom [[Skill Check]]s, then rest until you receive a dream cutscene. | ||
|- | |- | ||
| {{ | | {{SAI|Supernatural Attraction|w=40}} || style="text-align:center;" | [[Warlock]] || You are part of a greater whole. Concentrate on your connection to teleport to another tadpole-infected creature. || Succeed on 3 Illithid Wisdom [[Skill Check]]s, then rest until you receive a dream cutscene. | ||
|- | |- | ||
| {{ | | {{SAI|Reflective Shell|w=40}} || style="text-align:center;" | [[Wizard]] || A protective shell envelops you. It reflects any projectiles targeted at you to their point of origin. Does not affect creatures that don't rely on sight or that can see through illusions. || Succeed on 3 Illithid Wisdom [[Skill Check]]s, then rest until you receive a dream cutscene. | ||
|- | |- | ||
| {{ | | {{SAI|Repulsor|w=40}} || style="text-align:center;" | All Classes || Channel the power of the Absolute, knocking back all creatures and objects and dealing {{DamageText|2d6|Force}} damage. || [[Help Omeluum investigate the parasite]] | ||
|} | |} | ||
== Achievements == | |||
{{Achievement|Expand Your Mind}} | |||
== Gallery == | |||
<gallery heights="200px" mode="packed"> | |||
tadpole_power_example.png|Example of a character readying an illithid power. | |||
Illithid Powers Graphic.webp|A handy reference. | |||
</gallery> | |||
{{NavGameplay}} | {{NavGameplay}} | ||
[[Category:Illithid Powers]] | [[Category:Illithid Powers]] |
Latest revision as of 23:07, 7 November 2024
Illithid powers are special abilities tied to the mind flayer tadpole that the player character, Origin, and some non-Origin companions are infected with.
Overview[edit | edit source]
Once attempting to cross the bridge leading to the Goblin Camp in Act One, a cutscene involving the Mysterious Artefact will trigger. During the next Long Rest, they will be visited by the Dream Guardian who encourages the player character to accept and wield the power the tadpole gives. This dream starts the Embrace Your Potential quest and enables the party to consume tadpoles in exchange for illithid powers.
Once the quest has started, consuming a Mind Flayer Parasite Specimen will unlock the Illithid Powers skill tree. All Mind Flayer Parasite Specimens in the party's inventory will be removed there and added to the skill tree interface, where they can be used to unlock new Illithid Powers. If no Mind Flayer Parasite Specimen is consumed, then the skill tree will also be unlocked if Minthara is recruited, because she has been forced to consume a Mind Flayer Parasite Specimen before and has already some Illithid Powers.
- Gale and Astarion are willing to use illithid powers, no roll required.
- Karlach, Wyll, Lae'zel, and Shadowheart will initially refuse to use illithid powers, but can be convinced to use them through Persuasion checks. The opportunity to convince these party members to partake in illithid powers will be provided again in early Act Three, if they remain reluctant early on.
- Minthara already has consumed at least one Mind Flayer Parasite Specimen before the party met her, and because of this she already has some illithid powers upon being recruited ( , , and ).
- Halsin, Jaheira, and the Hirelings cannot get illithid powers.
List of illithid powers[edit | edit source]
Power | Type | Description | Requires |
---|---|---|---|
Passive Feature | You can use your connection to the parasite in your brain to force cultists of the Absolute to obey you. | Unlocked automatically | |
Class Action | Your attacks deal an additional 1d4Psychic damage, but you take 1d4Psychic damage every turn. | None | |
Passive Feature | The first Attack roll or Ability check you make against any target gains a bonus equal to your Proficiency Bonus. | None | |
Class Action | Charge forward, pushing all objects and creatures in your path 4 m / 13 ft away from you. | None | |
Class Action | Deal 3d6Psychic damage. 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. | None | |
Class Action | Sacrifice half your remaining hit points to heal a target for the same amount. | None | |
Class Action | Your targets have Disadvantage on Attack rolls and take 2d6Psychic damage each time they miss. Targets overcome their Stage Fright early when they succeed on an Attack Roll. | Psionic Overload | |
Passive Feature | 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. | Psionic Overload | |
Passive Feature | When you make a successful Attack roll against a foe, you can change that attack into a Critical Hit. Recharge: Long rest. | Favourable Beginnings | |
Reaction | Channel the dark allure of the tadpole to an enemy that attacks you, preventing them from attacking you until their next turn.
Note: Enemies have Advantage on the Saving throw against being charmed. |
Favourable Beginnings | |
Passive Feature | Creatures suffering Falling damage because of your actions take an additional 1d8Psychic damage. | Force Tunnel | |
Class Action | Push anything and anyone back 6 m / 20 ft. Deals 2d6Force damage, targets take half damage if successful on save. | Force Tunnel | |
Reaction | When an enemy within 9 m / 30 ft casts a spell, you can use your Reaction to inflict 1d4Psychic damage to the caster per the spell‘s level. | Concentrated Blast | |
Toggleable Passive Feature | When you bring a creature down to fewer hit points than your number of evolved illithid powers, it dies and all nearby creatures take 1~4Psychic damage. | Concentrated Blast | |
Class Action | Conjure a volatile shield around yourself or an ally, granting the target 10 temporary hit points. | Transfuse Health | |
Class Action | Invest a creature with power that heals it when it attacks, but also makes it vulnerable to all damage. | Transfuse Health |
Elite powers[edit | edit source]
When first gaining access to illithid powers, the outer ring of abilities will be locked. At the very end of Act Two, on the road to Baldur's Gate, the party will be given the opportunity to unlock these powers by agreeing to absorb the Astral-Touched Tadpole and become a partial-illithid. Doing this will automatically unlock Fly (Illithid Power) and the 5 powers of the innermost ring, i.e. , , , , and . Any regular Tadpoles the character might have already spent to unlock these abilities will be refunded. Absorbing the Astral-Touched Tadpole will also permanently mark the character's entire body with dark veins and darken their eyes.
Power | Type | Description | Requires |
---|---|---|---|
Class Action | Invade a target's mind and disrupt its defences. The target's Armour Class is reduced by 1. If the target dies while its psyche is fractured, you can cast Shatter Psyche on another target. | Unlock one of: | |
Passive Feature | You have deepened your sense of self, gaining Expertise in Persuasion, Deception and Intimidation checks.
Also grants Proficiency in those skills if not already possessed. |
Unlock one of: | |
Reaction | Use your Reaction to cancel a spell targeted at you if its spell level is less than or equal to your proficiency bonus. | Unlock one of: | |
Class Action | Summon a black hole that pulls in nearby enemies and potentially them. Up to five more black holes can be summoned after first casting. Recharge: Short rest. | Unlock one of: | |
Class Action | Fly to a target position. Consumes Movement speed but not an Action or Bonus action. | Unlocked automatically | |
Class Action | Spew forth a conical wave of psychic energy and possibly targets within. Deals 4d8+Spellcasting Ability ModifierPsychic damage. | None | |
Class Action | Sculpt a magical nexus that allows those within to take Actions and Bonus actions interchangeably. Recharge: Long rest. | Unlock one of: | |
Toggleable Passive Feature | You have discovered a marvellous adaptability within yourself. Spell slots, charges, and similar resource costs for your next action or spell are removed. Recharge: Long rest. | Unlock one of: | |
Class Action | Gobble up a foe's intellect, lowering their by 1 per turn and healing your wounds for 5 turns ( 1d8hit points each turn). | Unlock one of: | |
Class Action | Transform into a displacer beast that can Displace itself and enemies, and has 85 hit points. You take on the attributes of a displacer beast, but maintain your , , and scores. When your displacer beast form drops to 0 hit points, you revert to your original form. | Unlock one of: |
Full ceremorphosis[edit | edit source]
During the final quest, Confront the Elder Brain, the player character will have the option to undergo full ceremorphosis and become a full-illithid. At this point, they will automatically unlock most illithid powers and gain access to more powerful versions of a select few.
These abilities are not available through the "Illithid Power" screen, but are instead granted automatically after transformation.
Power | Type | Description |
---|---|---|
Class Action | Charge forward, pushing all objects and creatures in your path 12 m / 40 ft away from you. Deals 3d10+4Force and may cause | |
Class Action | Grant an ally an additional 15Psychic damage, automatic Critical Hit when they roll a 15 or higher, and healing on hit. However, they will also be vulnerable to all damage. | |
Class Action | Create a point of intense gravity dealing 3d10+4Force damage and possibly enemies. | |
Class Action | Lower all of an enemies ability scores by 5, then 1 per turn, and regain 2~20hit points per turn for five turns. The foe is left . | |
Class Action | Target two creatures, granting them 25 temporary hit points. Once these hit points are diminished, the shield bursts and leaves nearby enemies . | |
Class Action | Deals 9d6Psychic damage to an enemy. If they were Concentrating on a spell, heal an equal amount of hit points. | |
Class Action | Lobotomise a nearby creature that is , , or Unconscious, dealing 5d10+50Piercing damage and regaining 6d6hit points. | |
Class Action | Deal 3d10+5Psychic melee damage, and possibly the target. | |
Class Action | Float to a destination using Movement speed. |
Other powers[edit | edit source]
These illithid powers are not part of the illithid power tree and are instead unlocked through story events.
Power | Type | Description | Requires |
---|---|---|---|
Class Action | If the character reaches 0 hit points, it regains 3d4hit points instead of falling Unconscious. | Reward from: Help Omeluum Investigate the Parasite | |
Passive feature | 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. | Succeed on all three saving throws when interacting with the Zaith'isk in Crèche Y'llek. Or, if Lae'zel is in the Zaith'isk, succeed on the final ability check. |
Mind flayer parasite locations[edit | edit source]
Act One[edit | edit source]
True Souls[edit | edit source]
Dropped by defeating the following characters:
Loot[edit | edit source]
- One is found in the Enclave Library of the Druid Grove on a table X: -445 Y: 17.
- Three are found in the Infirmary of Crèche Y'llek, next to the Zaith'isk. Two are around one table X: 1285 Y: -818 and one is on another table X: 1285 Y: -802.
Quest rewards[edit | edit source]
Siding with Absolute cultists may net two Gifts from the Absolute, which are functionally the same as Tadpole Specimens. In Act 1, there are two which can be obtained in the following ways:
- Received from Minthara for completing quest Raid the Emerald Grove.
- Received from Nere for siding with him after the quest Free True Soul Nere.
Act Two[edit | edit source]
True Souls[edit | edit source]
Dropped by defeating the following characters:
Loot[edit | edit source]
- Two are found by taking the Zhentarim Shipping Crate X: -71 Y: -187 at the docks of Moonrise Towers.
- One can be found in Zealot Krizt, who will be guarding the broken bridge X: -100 Y: -149 to Moonrise Towers when first approaching it. If she is not attacked, her corpse X: 625 Y: -87 can be later found in the Oubliette under Moonrise Towers.
- Found in a Brine Pool X: 678 Y: 45, after passing a DC 16 Perception check, in the Mind Flayer Colony under Moonrise Towers.
- If Isobel was abducted from Last Light Inn, she will have a parasite on her body when you fight her alongside Ketheric.
Quest rewards[edit | edit source]
Two Gifts from the Absolute will be rewarded for:
- Completing Capture Isobel the Selûnite Cleric.
- Completing Find Ketheric Thorm's Relic by allowing Balthazar to transport the Nightsong to Moonrise Towers.
Act Three[edit | edit source]
True Souls[edit | edit source]
Dropped by defeating the following characters:
- Avery Sonshal in Felogyr's Fireworks
- Sally and Dravo Flymm in Flymm's Cobblers
- Manip Edenosa around Bloomridge Park
- Churg Elvek around the Grey Harbour Docks
- Fist 'Deadeye' Mibbs guarding the entrance to the Upper City near the Baldur's Gate Waypoint
- Fist Healer Darbonna guarding the entrance to the Upper City near the Baldur's Gate Waypoint
Partial-Illithid[edit | edit source]
Becoming a Partial-illithid refunds all tadpoles spent on unlocking any of the 5 "inner circle" Illithid Powers, i.e. , , , , and . Since Minthara starts with some of these Illithid Powers already unlocked, transforming her into a Partial-illithid will net the party 2 tadpoles.
Loot[edit | edit source]
Rivington and Wyrm's Crossing:
- Found on a barrel X: -225 Y: 108 at the docks in Rivington.
- Two are found in Storage X: -212 Y: 129 on the ship at the Western Beach in Rivington.
- Found in a locked Gilded Chest X: -32 Y: 219 on the top floor of Wyrm's Rock Fortress, near a bed, where Gortash goes after his coronation. This can be found along with the Helldusk Boots.
The Lower City:
- Found on a table X: -9 Y: -92 at Sorcerous Sundries.
- Found next to the Gnarly Cauldron X: -2336 Y: -120 in The Blushing Mermaid - Basement.
- Found on a table X: -45 Y: 18 inside a flooded room in the Iron Throne.
- Found on a desk X: -208 Y: -86 on the second floor of The Lodge.
- Found on a table X: -1856 Y: -428 in the Sanguine Laboratory in the cellar of Crimson Draughts, accessed through a wooden hatchX: -91 Y: -90.
- Found in High Security Vault n.6 X: -713 Y: 881 in The Counting House.
- Six are found in Cargo Shipment X: -202 Y: -125, disguised as Wooden Trunks, on a ship just east of the Steel Watch Foundry.
- Found on a table X: -1937 Y: 447 in the Steel Watch Foundry - Lab Level.
Quest rewards[edit | edit source]
- A special variant, Astral-Touched Tadpole, is given by The Emperor during a story sequence.
- A special variant, Mind Flayer Brain, can be found on a mind flayer hiding in the Windmill Basement of the Abandoned Windmill X: 44 Y: -38 in Rivington.
Spellcasting ability modifier[edit | edit source]
Some illithid powers involve saving throws. For these powers, the difficulty class is determined by your spellcasting ability modifier, even for classes that do not typically have spells. All bonuses to spell save DC such as Arcane Acuity or Arcane Enchantment will also apply to illithid powers.
In the case of a multiclass, the ability score used by this modifier is determined by the latest class added to the multiclass. In other words, taking level 1 in a new class will switch the spellcasting ability modifier used by illthid powers (and items or scrolls) to use the new class's modifier.
Pre-release powers[edit | edit source]
This article is about gameplay elements – such as characters, quests or mechanics – that have been removed from the game and is no longer available. |
In Early Access, illithid powers were much simpler. Instead of consuming other tadpoles to gain points to spend on powers, your tadpole grew more powerful as you used Illithid Persuasion options in dialogue. Once you'd used Illithid Persuasion three times, a special cutscene was triggered during your next long rest and each character gained a single illithid power unique to their class. Some of these abilities were reworked into the current illithid powers. A full list of Early Access powers can be seen below:
Early Access Illithid Powers | |||
---|---|---|---|
Power | Class | Description | How to Obtain |
Barbarian | While Raging, deal an additional 1d4 damage with weapon attacks, but receive 1d4Psychic damage each turn. Prevents Rage from ending early. | Succeed on 3 Illithid Wisdom Skill Checks, then rest until you receive a dream cutscene. | |
Bard | Drown your enemies in an overwhelming fear of failure. They receive Disadvantage on Attack rolls and take 2d6Psychic damage each time they miss an Attack Roll. Ends when they hit with an Attack Roll. | Succeed on 3 Illithid Wisdom Skill Checks, then rest until you receive a dream cutscene. | |
Cleric | Infuse a creature with psionic force. If it reaches 0 HP, it regains 3d4 HP instead of falling Unconscious. | Succeed on 3 Illithid Wisdom Skill Checks, then rest until you receive a dream cutscene. | |
Druid | Magically assume the shape of an Intellect Devourer that can deal Psychic damage. | Succeed on 3 Illithid Wisdom Skill Checks, then rest until you receive a dream cutscene. | |
Fighter | Pull a creature or object toward you. | Succeed on 3 Illithid Wisdom Skill Checks, then rest until you receive a dream cutscene. | |
Paladin | Invade a target's mind and disrupt its defenses (Reduces target's Armour Class by 1). | Succeed on 3 Illithid Wisdom Skill Checks, then rest until you receive a dream cutscene. | |
Ranger | Charge forward and push all objects and creatures in your path away from you. | Succeed on 3 Illithid Wisdom Skill Checks, then rest until you receive a dream cutscene. | |
Rogue | Create a cloud of magical darkness and immediately attempt to hide. Creatures within the cloud are Heavily Obscured and Blinded. Creatures cannot make ranged attacks into or out of the darkness. | Succeed on 3 Illithid Wisdom Skill Checks, then rest until you receive a dream cutscene. | |
Sorcerer | Release the eldritch magic within you and terrify a creature with your twisted powers. Regain 2 Sorcery Points and potentially deal 1d4Psychic damage per turn for 3 turns. | Succeed on 3 Illithid Wisdom Skill Checks, then rest until you receive a dream cutscene. | |
Warlock | You are part of a greater whole. Concentrate on your connection to teleport to another tadpole-infected creature. | Succeed on 3 Illithid Wisdom Skill Checks, then rest until you receive a dream cutscene. | |
Wizard | A protective shell envelops you. It reflects any projectiles targeted at you to their point of origin. Does not affect creatures that don't rely on sight or that can see through illusions. | Succeed on 3 Illithid Wisdom Skill Checks, then rest until you receive a dream cutscene. | |
All Classes | Channel the power of the Absolute, knocking back all creatures and objects and dealing 2d6Force damage. | Help Omeluum investigate the parasite |
Achievements[edit | edit source]
Expand Your Mind
Consume a parasite and unlock a new power - is it meant to wriggle the whole way down?