/home/explore/spells/feeblemind

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.

casting time:

1 action

classes:
  • Bard

  • Druid

  • Warlock

  • Wizard

components:
  • V

  • S

  • M

damage:
damage at slot level:
8:

4d6

damage type:

Psychic

dc:
dc success:

other

dc type:

INT

duration:

Instantaneous

level:

8

material:

A handful of clay, crystal, glass, or mineral spheres.

range:

150 feet

school:

Enchantment

© 2020 David Jones · uses the D&D 5th Edition API Database · source