Baldur's Gate 3

Baldur's Gate 3

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Mind Weaver Mod - Astral Seer Question
I can't ask on discord because you have to have a phone to post.

Can anyone explain how the saving throws for Wild Magic work. The log shows the DC changing and I'm not sure based on what? The class is very convoluted.

The tool tips are not explanatory they are more lore fluff.

Can anyone explain how a person can ask a question of the mod author while not using discord?
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Showing 1-12 of 12 comments
Ghost Jan 6 @ 6:59am 
From looking at its Nexus page (https://www.nexusmods.com/baldursgate3/mods/10431), use of any Astral ability increases the Astral Instability. The Astral Instability would be the DC.
seeker1 Jan 6 @ 7:10am 
You can ask on those Nexus forums, OR at the mod.io forums.

https://mod.io/g/baldursgate3/m/mindweaver1

The Nexus ones are better organized and easier to read. Nexus logically separates bug reports and other discussions; mod.io doesn't bother.

I played the Astral Seer early on when I was first trying out Mind Weaver. Seemed a lot like the Mystic class, but far less overbloated with junk disciplines and abilities. Yes, I do not like the "Astral Instability" feature of the class, which is basically their spin on Wild Magic. (I also hate Wild Magic and never use it either. Some people enjoy their magic randomly backfiring. Not me. Kind of reminds me of gnome inventions in WoW.)

They can suppress astral instabilities, but only for a limited number of times, and then, of course, they start happening. BTW, maybe this got updated, but I found, frack, even summoning the tutorial chest in camp (which is a "virtual spell" but NOT a Astral Seer spell) could trigger an Astral Instability, and suddenly everybody in camp was choking on poison gas. Fun! (not for me).

At this point, I'm using all the OTHER Mind Weaver subclasses ... Frostveil Sage most recently, but also Forceblade (good for Lae'Zel), Void Reaver (ninja assassin like), Aetheric Strider (which is SORTA a psychic arcane archer), and Psionic Warden (the most "gish" like). Until Astral Seer loses that bug/feature of Astral Instabilities, I'm not going to use it again. I hate it.
Ghost Jan 6 @ 7:14am 
Originally posted by seeker1:
Yes, I do not like the "Astral Instability" feature of the class, which is basically their spin on Wild Magic. -snips-

It's basically just the D&D version of a Pysker from Warhammer. From the sounds of things it needs work on its implementation.
Originally posted by Ghost:
From looking at its Nexus page (https://www.nexusmods.com/baldursgate3/mods/10431), use of any Astral ability increases the Astral Instability. The Astral Instability would be the DC.
The number of the Astral Instability is not shown.
Ghost Jan 6 @ 7:18am 
Originally posted by northernwater:
The number of the Astral Instability is not shown.

That would seem to defeat the point of "The unpredictable forces" that it talks about.

From the description it looks like you should be using "Anomaly Suppression" before using the other powers.
seeker1 Jan 6 @ 7:21am 
BTW, the author of the mod told me the chance of an Astral Instability triggering when you cast a spell is 5%. 1 in 20 times. SEEMED to me it was happening more often, but I don't want to go on rants about rigged dice. The Instability suppression blocks them but of course like so many things it's a limited daily resource. It forces you to decide when to use it, because your ability to suppress them will run out.

According to the author, Astral Instabilities are only supposed to trigger from Astral Seer psionic magic of the class itself. From my experience, that statement was false. Even summoning the TUT chest could trigger one. Now who knows, maybe that was patched/fixed in recent updates.

BTW, I'll give them this credit; it's using the basic randomization function of Wild Magic, but the Astral Instabilities they've created (the author also said they are about 30% beneficial, 70% backfiring on the caster) are not based on existing in-game Wild Magic, they were custom created.
Last edited by seeker1; Jan 6 @ 7:29am
Originally posted by seeker1:
BTW, the author of the mod told me the chance of an Astral Instability triggering when you cast a spell is 5%. 1 in 20 times. SEEMED to me it was happening more often, but I don't want to go on rants about rigged dice. The Instability suppression blocks them but of course like so many things it's a limited daily resource. It forces you to decide when to use it, because your ability to suppress them will run out.
That is useful information. It says you can increase that chance if you have Astral Instability but how much it does not say. Is the chance greater based on the number of pending turns of Astral Instability? Don't know.

According to the author, Astral Instabilities are only supposed to trigger from Astral Seer psionic magic of the class itself. From my experience, that statement was false. Even summoning the TUT chest could trigger one. Now who knows, maybe that was patched/fixed in recent updates.
I had it trigger when I cast a base game scroll.

BTW, I'll give them this credit; it's using the basic randomization function of Wild Magic, but the Astral Instabilities they've created (the author also said they are about 30% beneficial, 70% backfiring on the caster) are not based on existing in-game Wild Magic, they were custom created.
Even the beneficial are not not always good. Like healing enemies. lol
Originally posted by Ghost:
Originally posted by northernwater:
The number of the Astral Instability is not shown.

That would seem to defeat the point of "The unpredictable forces" that it talks about.
The roll is the unpredictable. Not the odds. Which Wild Anomaly manifests is the unpredictable. Not the log details of the roll. This is DnD. Dice are fundamental to the game.
Last edited by northernwater; Jan 6 @ 8:08am
seeker1 Jan 6 @ 8:25am 
Dunno. All I can tell you is the very first Mind Weaver subclass I tried was the Astral Seer. I personally wonder about the lack of psionic classes in the game, given you are facing psionically empowered enemies AND the Githyanki are known for their use of psionics, too.

(In 5E, "psionics" are basically treated as psychic-damaging and psychic-controlling spells, and are sorta their own branch of magic ... as are your illithid powers, if you use them.)

I didn't like the instabilities backfiring, and I probably won't use it again. It just seemed a lot more simple and straightforward to play than the Mystic, with its weird psi point system (doesn't use spell slots) and maze of disciplines to choose from.

Since then, I've grown to like the Forceblade, seems well suited for Lae'zel, I multi/combo that with Psi Warrior (Fighter) and Kith'rak (homebrew at Nexus), with a 1 lvl dip in Astral Soldier. Psi Warrior is kinda dull, but the Forceblade and Kith'rak offer some neat psionic based melee attacks. The other subclasses are better, unfortunately I think I used the worst one first.
That was my fist class too because I like casters. I'll probably respec.
seeker1 Jan 6 @ 8:39am 
I had played Mystic earlier (well before Patch 7) and although I think you CAN spec a Mystic as a gish or psionic fighter, they're really best suited for being psionic "casters" also. So I built my first Mind Weaver as a Mystic-like Astral Seer.

Of course, I believe the Aetheric Strider was a later addition, not an option at first, and they JUST released the Frostveil Sage. (They also removed Psychic Chainshot from the Aetheric Strider due to being told by Larian it couldn't be approved, something about it was ... 'funky'.)
Last edited by seeker1; Jan 6 @ 11:37am
They have some great mods in bg3. It is impressive.
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Date Posted: Jan 6 @ 6:17am
Posts: 12