Skip to content
All Illithid Powers in Baldur's Gate 3
Baldur's Gate 3

All Illithid Powers in Baldur's Gate 3

Discover all Illithid Powers in baldurs gate 3, including when they unlock and their costs. Learn about Fly, Mind Blast, and more.

By ···10 min read·Multi-source verified
1 reading this guide  

Discover all Illithid Powers in baldurs gate 3, including when they unlock and their costs. Learn about Fly, Mind Blast, and more.

  • Row 1 and 2 Illithid Powers unlock after the Druid Grove milestone (either siding with druids or Minthara’s Absolute army).
  • Row 3 Illithid Powers and the Fly ability unlock towards the start of Act 3 after a decision about evolved illithid powers.
  • Each Illithid Power costs one spare tadpole to empower per character. Tadpoles can be found on the corpses of Absolute members or on shelves in locations like the Githyanki Creche, healer rooms, and science labs.

Illithid Powers List:

Row 1:

  • Concentrated Blast: 3D6 Psychic +3d6 (conditional) - Requires concentration on another spell. Heals as much as damage dealt if the target was concentrating.
  • Transfuse Health: Sacrifice half remaining HP to heal a target for the same amount.
  • Psionic Overload: 1D4 Psychic. Attacks deal an additional 1D4 psychic damage, but you take 1d4 psychic damage every turn (Short Rest).
  • Favourable Belongings: The first Attack or Ability Check against any target gains a bonus equal to your proficiency.
  • Force Tunnel: Charge forward, pushing all objects and creatures in your path 4 meters away (Short Rest).

Row 2:

  • Psionic Backlash: When an enemy within 9m casts a spell, use your reaction to inflict a 1d4 Psychic damage attack to the caster once per the spell’s level.
  • Shield of Thralls: Conjure a volatile shield granting 10 temporary HP until the next Long Rest or when consumed. Can only have temporary HP from one source.
  • Perilous Strikes: Give a creature HP restoration when it attacks, but it becomes vulnerable to all damage for 3 turns (Long Rest).
  • Stage Fright: Targets have disadvantage on Attack Rolls and take 2-12 Psychic Damage each time they miss. Lasts 3 turns; can be saved via Wisdom (Short Rest).
  • Ability Drain: Once per turn, an Attack Roll reduces the target’s corresponding Ability by 1 (Strength for Melee, Dexterity for Ranged, Spellcasting for Spells).
  • Luck of the Far Realms: Change a successful Attack Roll against a foe into a Critical Hit.
  • Charm: Charm an enemy that attacks you, preventing them from attacking the charmer until the following turn. Can be saved.
  • Displace: Creatures suffering from Falling damage because of your actions take an additional 1d8 Psychic damage.
  • Repulsor: Deals 2d6 Force Damage, and pushes anything and anyone back 6 meters. If a target saves, they still take half damage. STR Save (Short Rest).
  • Cull The Weak: When a creature's HP is fewer than your number of evolved Illithid Powers, it dies, and nearby creatures take 1d4 Psychic Damage.

Row 3:

  • Mind Sanctuary: Allows actions and bonus actions to be taken interchangeably for 3 turns (Long Rest).
  • Freecast: Spell slots, charges, and similar resources for your next action or spell are removed. Refreshes after a Short or Long Rest.
  • Absorb Intellect: Lower enemy intelligence by 1 per turn and heals you for 5 turns (1d8 Healing) (Short Rest).
  • Displacer Beast Shape: Transform into a displacer beast with 85 HP until your next Long rest or manual deactivation (Long Rest). The beast can Displace itself and enemies.
  • Fracture Psyche: Lower enemy AC by 1 for 5 turns. Int Save and refreshes every short rest.
  • Illithid Expertise: Gain Expertise in Persuasion, Deception and Intimidation checks.
  • Psionic Dominance: When an enemy within 18 meters targets you with a spell of a level lower than or equal to your proficiency bonus, use your reaction to nullify the spell.
  • Black Hole: Pull all nearby creatures and possibly slow them to a point you select within range. INT Save (Short Rest).
  • Fly: Fly to a target position (movement speed-related). This ability acts like a jump combined with Feather Fall, allowing safe descents, crossing long distances, or reaching higher places.
  • Mind Blast: 4D8 Psychic Damage skill deals damage in a cone and can stun enemies if they fail an INT save (Long Rest).
Tips
  • Each Illithid Power costs one spare tadpole. Collect them from fallen Absolute members or from shelves in various locations.
  • Consider the roleplaying implications and potential consequences on your relations with your party when using these powers.
  • The Fly ability, unlocked with Row 3 powers, is versatile for traversal and reaching new areas.
  • Access to all Illithid Powers across three rows.
  • The Fly ability, usable for traversal and reaching elevated areas.

100% Human-Written. AI Fact-Checked. Community Verified. Learn how AntMag verifies content