Illithid Powers Overhaul
**> Version 2.0 is out! It's its own separate mod.
Use version 2.0 instead, this one is outdated and not maintained. I keep it online as an archive.
Overview:**
Illithid powers are unbalanced, ranging from very weak to very strong. Some are good for early game and quickly become irrelevant, some are so good you buy some just to get to them.
The goal here is to make every lackluster ability into something that remains useful across the game, so an Illithid Powers enthousiast can be dedicated to this and rely almost exclusively on them for fighting. Some overly strong ones are also nerfed.
These changes mainly affect values, not cost nor cooldowns.
**Changed Illithid Powers:**Notes:
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Scaling means it uses the standard scaling level maps from cantrips, which is an additional die every 4 levels past 1.
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Soft scaling means the die increases by +2 (e.g. 1d4 becomes 1d6) every 4 levels past 1.
Concentrated Blast: Deal ~~3d6~~ scaling d6 + 2d6 Psychic 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.
Cull the Weak: When you bring a creature down to fewer hit points than your number of evolved illithid powers you have, it dies and all nearby creatures take a soft scaling 1d4** Psychic** damage. The threshold is increased to 150% at level 5, and to 200% at level 9.
Displace: Creatures suffering Falling damage because of your actions take an additional ~~1d8~~ scaling d8 Psychic damage.
Fracture Psyche: Invade a target's mind and disrupt its defences. The target's Armour Class is reduced by 1 per turn (for 5 turns). If the target dies while its psyche is fractured, you can cast Shatter Psyche on another target. Small correction to tooltip.
Luck of the Far Realms: When you make a successful Attack Roll against a foe, you can change that attack into a Critical Hit. Once per Long Rest. Added a benefit of +1 to critical threshold while not used, so you can disable it and still get something. If you use the active critical hit, you then get a malus of -2 to critical threshold instead.(Reasoning: very powerful, but very annoying and tedious to manage. This offers the possibility to ignore the active and use the provided passive, while putting an actual cost to use the active)
Mind Blast: Spew forth a conical wave of psychic energy and possibly Stuntargets within. Deals ~~4d8~~ scaling d8 + 3d8 +Spellcasting Ability Modifier Psychic damage. Added half damage (no stun) on succesful save.
Psionic Backlash: When an enemy Within 9m casts a spell, you can use your reaction to inflict ~~1d4~~ a soft scaling 1d4 Psychic damage to the caster per the spell‘s level.
Psionic Overload: Your attacks deal an additional soft scaling 1d4 Psychic damage, but you take 1d4 Psychic damage every turn. Unlocks a toggleable passive. Applies to every source of damage. Removed combat requirement and cost, and made it do damage to caster only in combat. Only affects ennemies.
Repulsor: Push anything and anyone back 6m. Deals ~~2d6~~ a scaling d6 + 1d6 Force damage, targets take half-damage if successful on save.
Shield of Thralls: Conjure a volatile shield around yourself or an ally, granting the target 10 temporary hit points. If broken by damage, the shield bursts and pushes back slightly nearby foes, dealing them half the entity's level as Force damage. On a failed save, they are also Stunned and take the same amount of Psychic damage.
Stage Fright: Your targets have Disadvantage on Attack Rolls and take ~~2d6~~ d6 scaling +1d6 Psychic damage each time they miss. Targets overcome their Stage Fright early when they succeeed on an Attack Roll. Note: the scaling damage takes the target's level into consideration, not yours.
Freecast: Corrected a bug where the spell could never be cast again. (credits to Lostsoul for spotting and correcting it)
Displacer Beast Shape: ~~Transform into~~ Summon 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 Intelligence, Wisdom, and Charisma scores. When your displacer beast form drops to 0 hit points, you revert to your original form.~~ Controllable, once per long rest.
Black Hole: Summon a black hole that pulls in nearby enemies and potentially~~ Slows~~ Dazes them (3 turns). ~~Up to five more black holes can be summoned after first casting.~~ Refreshes after ~~Short Rest~~ Long Rest. Displaced enemies take 1d10 + (Level x Spellcasting modifier)/4 F****orce damage.
Mind Sanctuary: Sculpt a magical nexus that allows those within to take actions and bonus actions interchangeably. Adds a toggleable passive to ignore its effect while inside. Default behavior unchanged.
Force Tunnel: Charge forward, pushing all objects and creatures in your path 4 m / 13 ft away from you. Doesn't provoke Opportunity Attacks. Base cost is now a Bonus action + 6m of movement (range is 9m). With my next mod, this will get a unique interaction from Awakened.
Compatibility:
Won't be compatible with other mods editing these abilities.
Use load order to sort out conflicts the way you want.
You can also remove entries from this mod if you want another to win conflict on a particular ability but this mod to win on others.
All abilities are stored in different files for customization accessibility.
Installation:
Use BG3MM.
Uninstallation instructions:
You have to remove any status from this mod you may have before attempting to uninstall. Here is the list of the statuses to take care of:
LUCK_FARREALMS_CRIT_BONUS
LUCK_FARREALMS_CRIT_MALUS
DISPLACERBEAST_SUMMON (don't have a displacer beast summoned)
TAD_PSIONIC_OVERLOAD_TECHNICAL
Use Script Extender console or Cheat Engine.
Credits and thanks:
dddzmpzmp for Chinese translations.
A general thanks to
Lostsoul
LozMuffinJon the Love King
For their help and support
If you like my work and would like to support me, it would mean a lot.