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.
Classes
slugfeeblemind
higher_level
pagephb 239
range150 feet
target_range_sort150
componentsV, S, M
requires_verbal_componentsYes
requires_somatic_componentsYes
requires_material_componentsYes
materialA handful of clay, crystal, glass, or mineral spheres.
can_be_cast_as_ritualNo
durationInstantaneous
requires_concentrationNo
casting_time1 action
level_int8
spell_level8
schoolEnchantment
dnd_classBard, Druid, Warlock, Wizard
archetype
circles
document__slugwotc-srd
document__title5e Core Rules
document__license_urlhttp://open5e.com/legal
document__urlhttp://dnd.wizards.com/articles/features/systems-reference-document-srd