Psionics Unleashed
A Spellhold Studios mod
Author: Kwiat_W | Forum | Version: beta 0.30
Introduction | Installation | Components | Psionics | Important Notes | Version history | Credits | Contact info

Introduction

Psionics Unleashed is a BGII mod that aims to add a fully functional psionic system and psionic character classes based on 3.5 ed. Dungeons & Dragons. Because of the nature of the Infinity Engine and because Baldur's Gate games are based on the 2nd ed. of AD&D, this reproduction couldn't be 100% faithful and some compromises had to be made along the way.

The mod works with Baldurs Gate II: ToB and its fallowing conversions: (Easy)TUTU, Baldur's Gate Trilogy, Classic Adventures.

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Installation

Install the Complete Psionic mod as late as possible, after any mods that add or modify spells or items and in particular after any mods that modify mage and sorcerer spell tables.

Extract the RAR archive content into your BG2, BGT or Tutu main directory. For BG2, this is normally "C:\Program Files\Black Isle\BGII - SoA\". Run "setup-w_psionics_unleashed.exe".

To reinstall or uninstall the mod, run setup-w_psionics_unleashed.exe again.

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Components

Psion

The main component of this mod adds the Psion "class" to the game. Required for other components.

In D&D, the Psion is a character class. However, due to technical limitations of the Infinity Engine, in the game it will be available from the warrior kit selection menu.

PSION: Psionics is the art of tapping the mind's potential and the psion is its master. Unlike a priest or wizard, the psion relies on no outside energies to give him power. His power comes from within: he alone gives it shape. He depends on the intense and continual study of his own mind to unlock its full potential. As long as his mind and body are rested (that is, as long as he has not depleted his power points) his powers are available to him.

Advantages:
- Uses a special power point-based "spellcasting" system.
- Gains bonus power points for a high inteligance score.
- Can wear light armor (armor does not interfere with manifesting powers).

Disadvantages:
- Cannot wear helmets.
- Can only use the following weapons: spears, quarterstaff, crossbows, clubs and daggers.
- Is recognized as a mage.

Individual AI management for party members


This mod requires that you turn the party AI on for a few seconds each time:
- any mage in the party gains a new level in the mage class,
- you add a new mage to your party,
- any of your mages becomes dual-classed.

Not doing this in the first two cases may lead to incorrect number of available spells per day for your mage, but only until you turn on the AI. Not doing this in second and third cases may result in your mages being able to use items they shouldn't be able to use, or the opposite: your mages may be unable to use items they normally should (but again only until you have turned on the AI).

If you play with party AI always (or for most of the time) turned on you shouldn't have any problems, but if you play with it turned off this component may help you. It will remove the "AI on/off" button from game UI, but instead you will be able to turn AI on/off individually for each character by selecting it and pressing the "A" key. This doesn't really turn the AI off completely, it just blocks parts of the AI scripts that are not required by this mod to run.

This component will affect all (and only those) scripts installed in your "scripts" folder.

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Psionics

Table of contents:

What is it?

Psionics are powers derived from the mind. A psionic character relies on a trained mind to create effects as marvelous and inexplicable as any spell. So, how are psionics different from magic?

The major difference between a spellcasting and psionics is the source of power. Unlike spells, which derive thier power from Faerun's Weave (or the Shadow Weave), Psionic ability taps only the inner reservoirs of the manifester. In a sense, each psionic creature is its own Weave, using the magic of its own lifeforce and mind to create psionic effects. Mystra and Shar have no ability to deny psionic creatures access to powers, and they do not control the promulgation of psionic lore and ability throughout the populace of Faerun.

While the psionic does not require the Weave to function, psionic powers are "magical" in nature. Spells such as Detect Magic can also detect psionic abilities at work, and spells such as Dispel Magic can negate, suppress or completely cancel psionic manifestations. Resistance to psionic powers is called power resistance and is interchangeable with magic resistance. Power resistance also resists spells and magic resistance also resists powers.

Some Key Terms

Here are a few terms used to describe psionics and their effects.

MANIFESTING
The psionic equivalent of casting a spell. You manifest a power; you cast a spell. You manifest a power by spending psionic power points.

MANIFESTER LEVEL
The variables of a power's effect often depend on its manifester level, which is equal to the psionic class level. The psionic can augment a power for additional effect, though the manifester level limits this.

POWER OR PSIONIC POWER
The psionic equivalent of a spell. A power is a mental trick that produces a specific effect. To produce its effects one time, the psion must manifest a power by spending power points. To manifest the power again, you must spend more power points.

POWER POINTS
The personal reserve of mental energy you have available each day. Manifesting a power you know requires you to expend one or more of your power points, as noted in the "power" description. You can manifest a particular power as many times each day as you want, but each manifestation uses up part of your daily allotment of power points. If you have fewer power points available than the power requires, you cannot manifest the power. If you have more power points available than the power requires, you may be able to spend additional power points to augment the power (if the power allows this option). Your class and level determine your basic allotment of power points each day. Your ability scores may give you additional power points each day. To regain used daily power points, a psionic character must have a clear mind. To clear his mind, he must first sleep for 8 hours.

AUGMENTATION
A psion can often "augment" his powers or manifest them at a stronger power level by expending more power points. This is similar to spell scaling (e.g. Fireball: 1d6 per caster level) except that unlike magic, it is not free. Psionic manifesters must spend power points to accomplish this feat, and they are subject to a special limit. You may not spend more power points than your manifester level on a single manifestation. That is, a fourth level psion can only spend four power points on any given psionic manifestation. He could spend fewer, if he wishes, but not more than four.

Abilities and Manifesters

The ability that your powers depend on (your key ability score as a manifester) is related to your psionic class: intelligence (psion) or wisdom (psychic warrior). The modifier for this ability is referred to as your key ability modifier. Just as a high wisdom score grants bonus spells to a cleric, a character who manifests powers gains bonus power points according to his key ability score. Refer to the table: Ability Modifiers and Bonus Power Points.
Table: Ability Modifiers and Bonus Power Points
Ability Score Bonus Power Points (by Class Level)
1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th
10-1100000000000000000000
12-13011223344556677889910
14-151234567891011121314151617181920
16-171346791012131516181921222425272830
18-19246810121416182022242628303234363840
20-212571012151720222527303235374042454750
22-233691215182124273033363942454851545760
24-2537101417212428313538424549525659636670

Table: The Psion - power points and powers
THE PSION
LEVEL POWER POINTS/ DAY POWERS KNOWN MAXIMUM POWER LEVEL KNOWN
1231
2651
31172
41792
525113
635133
746154
858174
972195
1088215
11106226
12126246
13147257
14170277
15195288
16221308
17250319
18280339
19311349
20343369

Cooldowns

The game implementation of psionic power augmentation created a possibility for players to manifest one power after another, ignoring the limitation of using one ability (spell, psionic power or innate ability) per round. To eliminate this unintended advantage of psionics over spellcasting, a "cooldown" of one round applies to all psionic powers. The cooldown is a period of time before a psion can use a power after a prior power. How is this different than the "one ability per round" rule? Normally you can order your character to cast a spell immediately after he has casted a previous one, but he will execute this command after the required one round has passed. The difference with psionic powers is that you can't click on psionic powers before one round has passed and so you can't give the order - the cooldown affects the player more than his characters.

New character creation

The new psion kit is available to characters of any race under the warrior kit selection menu. After you start a new game, you will be asked to select a discipline in which to specialize. This will add a set of powers specific to your chosen discipline to the list of available psionic powers. You will notice that your character is at level '0' and you will have to level up to the appropriate level for your chosen game type - Baldur's Gate 1 (with Tutu or BGT), Shadows of Amn, Throne of Bhaal or Classical Adventures. Next, you will gain a new special ability: "learn new powers." Use this to select psionic powers for your character. New powers will be available each time your character gains a new level. You can check power descriptions at any time in the mage spell book menu. Note, however, that psions don't have to memorize powers as wizards or priests have to memorize their spells. The psion can use new learned powers automatically after resting.

Acquiring new powers

Psionic characters can learn new powers when they attain a new level by using the "learn new power" special ability. Selecting powers is done via a conversation. Initially, you will be presented with a list of the different levels of powers you can learn. Once you select a level, you will be given a list of all the powers you can take within that level. When you select a power, you will be given a description of that power. The description includes the duration, effects, saving throws, power resistance and augmentation options. At the end of the description, you can choose whether to accept that power or go back and select another one. Until you accept a power, you can change between different powers and power levels to look at them freely.
Note that unlike sorcerers, psions are not limited to selecting powers of separate levels. You can choose to fill your available powers from any level you have available. While higher-level powers may appear to be more effective, remember that you can augment lower-level powers. Newly acquired powers are available after resting.

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Important Notes

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Version History

Version beta 0.3

Version beta 0.2

Version beta 0.1

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Credits

Mod author:

Proofreading:

Testers:

Tools Used in the creation of this mod:

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Contact Info:

E-mail:

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