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Illithid powers

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Illithid powers are special abilities tied to the mind flayer tadpole infecting the player character, their Origin companions and certain non-Origin companions.[1]

On one hand, they seem useful. But on the other hand - or perhaps tentacle, before long - we know where they're coming from, and what lies at the end of that path...

Overview[edit | edit source]

Upon first crossing the bridge leading to the Goblin Camp in Act One, a cutscene involving the Mysterious Artefact triggers. During the next Long Rest, the player character and their companions are visited by the Dream GuardianDream Guardian who encourages them to accept and wield the powers the tadpoles give. This dream starts the Embrace Your PotentialEmbrace Your Potential quest, enabling the party to consume tadpoles in exchange for illithid powers.

Once started, consuming a parasite or recruiting Minthara unlocks the Illithid Powers skill tree.[2] Once unlocked, all Mind Flayer Parasite Specimens in the inventories of the player character and their companions are removed and added to the skill tree interface, where they can be used to unlock new Illithid Powers.

Companions[edit | edit source]

Companions vary in their willingness and ability to use Illithid Powers:

List of illithid powers[edit | edit source]

Click on an icon to go visit the corresponding page
A Picture of a brain, covered with Illithid Powers icons - Clickable ImageMap linksIllithid PersuasionPsionic OverloadFavourable BeginningsForce TunnelConcentrated BlastTransfuse HealthStage FrightAbility DrainLuck of the Far RealmsCharmDisplaceRepulsorCull the WeakPsionic BacklashShield of ThrallsPerilous StakesFracture PsycheIllithid ExpertisePsionic DominanceBlack HoleFly (Illithid Power)Mind BlastMind SanctuaryFreecastAbsorb IntellectDisplacer Beast Shape
Illithid Powers. Clicking an icon will link to the corresponding page.
Power Type Description Requires
Illithid PersuasionIllithid Persuasion Passive Feature You can use your connection to the parasite in your brain to force cultists of the Absolute to obey you. Recharge: Long rest Recharge: Long rest Unlocked automatically[11]
Psionic OverloadPsionic Overload Class Action Your attacks deal an additional 1d4PsychicPsychic damage, but you take 1d4PsychicPsychic damage every turn. Recharge: Short rest Recharge: Short rest None
Favourable BeginningsFavourable Beginnings Passive Feature The first Attack rollAttack roll or Ability checkAbility check you make against any target gains a bonus equal to your Proficiency Bonus. None
Force TunnelForce Tunnel Class Action Charge forward, pushing all objects and creatures in your path 4 m / 13 ft away from you. Recharge: Short rest Recharge: Short rest None
Concentrated BlastConcentrated Blast Class Action Deal 3d6PsychicPsychic damage. You must be 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. Recharge: Per turn Recharge: Per turn None
Transfuse HealthTransfuse Health Class Action Sacrifice half your remaining hit pointshit points to heal a target for the same amount. Recharge: Per turn Recharge: Per turn None
Stage FrightStage Fright Class Action Your targets have DisadvantageDisadvantage on Attack rollAttack rolls and take 2d6PsychicPsychic damage each time they miss. Targets overcome their Stage Fright early when they succeed on an Attack Roll. Recharge: Short rest Recharge: Short rest Psionic Overload
Ability DrainAbility Drain Passive Feature Once per turn, when you make an Attack rollAttack 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. Recharge: Per turn Recharge: Per turn Psionic Overload
Luck of the Far RealmsLuck of the Far Realms Reaction When you make a successful Attack rollAttack roll against a foe, you can change that attack into a Critical Hit. Recharge: Long rest Recharge: Long rest Favourable Beginnings
CharmCharm Reaction Channel the dark allure of the tadpole to CharmCharm an enemy that attacks you, preventing them from attacking you until their next turn.

Note: Enemies have AdvantageAdvantage on the Saving throwSaving throw against being charmed.

Favourable Beginnings
DisplaceDisplace Passive Feature Creatures suffering Falling damage because of your actions take an additional 1d8PsychicPsychic damage. Force Tunnel
RepulsorRepulsor Class Action Push anything and anyone back 6 m / 20 ft. Deals 2d6ForceForce damage, targets take half damage if successful on save. Recharge: Short rest Recharge: Short rest Force Tunnel
Psionic BacklashPsionic Backlash Reaction When an enemy within 9 m / 30 ft casts a spell, you can use your Reaction to inflict 1d4PsychicPsychic damage to the caster per the spell‘s level. Concentrated Blast
Cull the WeakCull the Weak Toggleable Passive Feature When you bring a creature down to fewer hit pointshit points than your number of evolved illithid powers, it dies and all nearby creatures take 1~4PsychicPsychic damage. Concentrated Blast
Shield of ThrallsShield of Thralls Class Action Conjure a volatile shield around yourself or an ally, granting the target 10 temporary hit points 10 temporary hit points. Recharge: Short rest Recharge: Short rest Transfuse Health
Perilous StakesPerilous Stakes Class Action Invest a creature with power that heals it when it attacks, but also makes it vulnerable to all damage. Recharge: Long rest Recharge: Long rest Transfuse Health

Elite powers[edit | edit source]

See also: Partial-illithid

Upon first gaining access to illithid powers, the outer ring of abilities are locked. At the very end of Act Two, on the road to Baldur's Gate, the party is given the opportunity to unlock these powers by agreeing to absorb an Astral-Touched Tadpole and become a partial-illithid. Doing this automatically unlocks Fly (Illithid Power) and the 5 powers of the innermost ring:

  1. Concentrated BlastConcentrated Blast
  2. Favourable BeginningsFavourable Beginnings
  3. Force TunnelForce Tunnel
  4. Psionic OverloadPsionic Overload, and
  5. Transfuse HealthTransfuse Health.

Any regular Tadpoles the character might have already spent to unlock these abilities will be refunded. Absorbing the Astral-Touched Tadpole causes the character to undergo Partial CeremorphosisPartial Ceremorphosis and irrevocably changes their appearance: their eyes darken and their entire body covers with dark veins.

Power Type Description Requires
Fracture PsycheFracture Psyche Class Action Invade a target's mind and disrupt its defences. The target's Armour ClassArmour Class is reduced by 1. If the target dies while its psyche is fractured, you can cast Shatter Psyche on another target. Recharge: Short rest Recharge: Short rest Unlock one of:
Illithid ExpertiseIllithid Expertise Passive Feature You have deepened your sense of self, gaining ExpertiseExpertise in Persuasion, Deception and Intimidation checks.

Also grants Proficiency in those skills if not already possessed.

Unlock one of:
Psionic DominancePsionic Dominance Reaction Use your Reaction to cancel a spell targeted at you if its spell level is less than or equal to your proficiency bonus. Recharge: Long rest Recharge: Long rest Unlock one of:
Black HoleBlack Hole Class Action Summon a black hole that pulls in nearby enemies and potentially SlowsSlows them. Up to five more black holes can be summoned after first casting. Recharge: Short rest Recharge: Short rest Unlock one of:
FlyFly Class Action Fly to a target position. Consumes Movement Speed speed but not an Action or Bonus Action. Unlocked automatically
Mind BlastMind Blast Class Action Spew forth a conical wave of psychic energy and possibly StunStun targets within. Deals 4d8+Spellcasting Ability ModifierPsychicPsychic damage. Recharge: Long rest Recharge: Long rest None
Mind SanctuaryMind Sanctuary Class Action Sculpt a magical nexus that allows those within to take Actions and Bonus Actions interchangeably. Recharge: Long rest Recharge: Long rest Unlock one of:
FreecastFreecast 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 Recharge: Long rest Unlock one of:
Absorb IntellectAbsorb Intellect Class Action Gobble up a foe's intellect, lowering their IntelligenceIntelligence by 1 per turn and healing your wounds for 5 turns (1d8hit pointshit points each turn). Recharge: Short rest Recharge: Short rest Unlock one of:
Displacer Beast ShapeDisplacer Beast Shape Class Action Transform into a displacer beast that can Displace itself and enemies, and has 85 hit points 85 hit points. You take on the attributes of a displacer beast, but maintain your IntelligenceIntelligence, WisdomWisdom, and CharismaCharisma scores. When your displacer beast form drops to 0 hit points, you revert to your original form. Recharge: Long rest Recharge: Long rest Unlock one of:

Full ceremorphosis[edit | edit source]

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.

Power Type Description
Strengthened Force TunnelStrengthened Force Tunnel Class Action Charge forward, pushing all objects and creatures in your path 12 m / 40 ft away from you. Deals 3d10+4ForceForce and may cause ProneProne
Fierce Perilous StakesFierce Perilous Stakes Class Action Grant an ally an additional 15PsychicPsychic damage, automatic Critical Hit when they roll a 15 or higher, and healing on hit. However, they will also be vulnerable to all damage.
Nebulous Black HoleNebulous Black Hole Class Action Create a point of intense gravity dealing 3d10+4ForceForce damage and possibly slowingslowing enemies.
Synaptic ConsumptionSynaptic Consumption Class Action Lower all of an enemy's ability scores by 5, then 1 per turn, and regain 2~20hit pointshit points per turn for five turns. The foe is left ProneProne.
Augmented Shield of ThrallsAugmented Shield of Thralls Class Action Target two creatures, granting them 25 temporary hit points 25 temporary hit points. Once these hit points are diminished, the shield bursts and leaves nearby enemies StunnedStunned.
Potent Concentrated BlastPotent Concentrated Blast Class Action Deals 9d6PsychicPsychic damage to an enemy. If they were Concentration Concentrating on a spell, heal an equal amount of hit points.
Extract BrainExtract Brain Class Action Lobotomise a nearby creature that is StunnedStunned, ProneProne, SleepingSleeping, or Unconscious, dealing 5d10+50PiercingPiercing damage and regaining 6d6hit pointshit points.
Tentacle WhipTentacle Whip Class Action Deal 3d10+5PsychicPsychic melee damage, and possibly StunStun the target.

Levitate (Illithid Power)Levitate (Illithid Power)

Class Action Float to a destination using Movement Speed 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
Survival InstinctSurvival Instinct Class Action Infuse a creature with psionic force. If it reaches 0 hit points 0 hit points, it regains 3d4hit pointshit points instead of falling Unconscious. Recharge: Short rest Recharge: Short rest Reward from: Help Omeluum Investigate the Parasite
AwakenedAwakened 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]

And while we're at it, we can see how many more of these little worms we can harvest.
Astarion, amateur vermeologist

Act One[edit | edit source]

True Souls[edit | edit source]

The following characters are infected with tadpoles, which can be looted from them when killed:

Loot & Quest Rewards [12][edit | edit source]

Act Two[edit | edit source]

True Souls[edit | edit source]

The following characters are infected with tadpoles, which can be looted from them when killed:

Loot & Quest rewards[12][edit | edit source]

Act Three[edit | edit source]

True Souls[edit | edit source]

The following characters are infected with tadpoles, which can be looted from them when killed:

Loot (Rivington and Wyrm's Crossing)[edit | edit source]

  • 1x - on a barrel X: -225 Y: 108 at the docks in Rivington.
  • 1x - in a locked Gilded Chest X: -32 Y: 219 on the top floor of Wyrm's Rock Fortress[17]
  • 2x - in Storage X: -212 Y: 129 on the ship at the Western Beach in Rivington.

Loot (Lower City)[edit | edit source]

  • 1x - on a table X: -9 Y: -92 at Sorcerous Sundries.
  • 1x - next to the Gnarly Cauldron X: -2336 Y: -120 in The Blushing Mermaid - Basement.
  • 1x - on a table X: -45 Y: 18 inside a flooded room in the Iron Throne.
  • 1x - on a desk X: -208 Y: -86 on the second floor of The Lodge.
  • 1x - 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.
  • 1x - in High Security Vault n.6 X: -713 Y: 881 in The Counting House.
  • 1x - on a table X: -1937 Y: 447 in the Steel Watch Foundry - Lab Level.
  • 6x - in Cargo Shipment X: -202 Y: -125, disguised as Wooden Trunks, on a ship just east of the Steel Watch Foundry.

Quest rewards[edit | edit source]

Partial-Illithid[edit | edit source]

A special variant, Astral-Touched Tadpole, is given by The EmperorThe Emperor during a story sequence at the start of act three that can transform characters into partial illithids. Becoming one refunds all tadpoles spent on unlocking any of the five "inner circle" Illithid Powers.[18] Note that this does not apply to the ten "middle ring" powers:

Spellcasting ability modifier[edit | edit source]

Main article: Spellcasting ability

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.

If multiclassing, the ability score used by this modifier is determined by the latest class added. 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 the modifier of the new class.

Achievements[edit | edit source]

Expand Your Mind
Consume a parasite and unlock a new power - is it meant to wriggle the whole way down?

Gallery[edit | edit source]

Notes and references[edit | edit source]

  1. For the early release version of this mechanic, see Cut and unimplemented content#Illithid Powers
  2. Although the Narrator's comments and companions' concerns may imply otherwise, the sole negative consequence of using the illithid powers skill tree is that the player character must pass a WIS SaveWIS Save if they wish to avoid Partial CeremorphosisPartial Ceremorphosis when they first obtain the Astral-Touched Tadpole at the end of Act Two. Illithid Persuasion does not impose this saving throw, and is completely consequence free.
  3. Astarion_InParty2_Nested_TopicalGreetings
  4. Gale_InParty2_Nested_TopicalGreetings
  5. Wyll_InParty2_Nested_TopicalGreetings
  6. If unconvinced early on, another opportunity is provided early in Act Three.
  7. Karlach_InParty_Nested_TadpoleDiscussions
  8. Laezel_InParty2_Nested_DefaultQuestionBank
  9. depending on the dialogue option chosen. The DC 12 option is the one that starts with 'Depraved or not, you are no good to your/our queen dead.' and is only available if Lae'zel is still committed to Vlaakith
  10. ShadowHeart_InParty2_Nested_DefaultChapter
  11. This behavior is somewhat inconsistent. It appears that characters must have used Illithid Persuasion and/or agreed to use tadpole powers before any party members are assigned further powers for Illithid Persuasion to be automatically unlocked. Otherwise it costs a tadpole.
  12. 12.0 12.1 Siding with Absolute cultists may net Gifts from the Absolute, which are functionally the same as Tadpole Specimens.
  13. Two are around one table X: 1285 Y: -818 and one is on another table X: 1285 Y: -802.
  14. Zealot Krizt guards 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.
  15. The Zentharim Shipping Crate cannot be opened like other containers and must be picked up or destroyed
  16. 16.0 16.1 Gives a variant named Mind Flayer Brain that functions identically to a normal tadpole
  17. Near a bed, where Gortash goes after his coronation. This can be found along with the Helldusk Boots. For notes on the acquisition of both items, see Helldusk Boots#Notes
  18. Since Minthara starts with some of these Illithid Powers already unlocked, transforming her into a Partial-illithid nets the party 2 tadpoles.