Feeblemind
You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.
On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.
At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.
The spell can also be ended by greater restoration, heal, or wish.
Material Components
A handful of clay, crystal, glass, or mineral spheres
Gestures & Ritual
Verbal, Somatic, Material
Related School
Enchantment
Effect Duration
Instantaneous
Effect Casting Time
1 action
Range
150 feet
Level
8th
Applied Restriction
Bard, Druid, Warlock, Wizard
Remove these ads. Join the Worldbuilders Guild
Comments