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