Spells / Feeblemind
Feeblemind
enchantment (compulsion) mind-affecting
LevelArcanist 5, Sorcerer 5, Witch 5, Wizard 5Casting time1 standard actionRangemedium (100 ft. + 10 ft./level)Targetsone creatureDurationinstantaneousSaving throwWill negates; see textComponentsV, S, M (a handful of clay, crystal, or glass spheres)
Engine mechanics - what the game actually does
AbilityDamageWill save negates
target's Int and Cha drop to 1 (no speech or casting), Will negates (arcane casters save at -4); permanent until heal/wish-class magic
Classified by SpellMechanics from this spell's own body text; the same object drives the game engine, the cards, and this page.
Description
Target creature's Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal , limited wish , miracle , or wish spell is used to cancel the effect of the feeblemind . A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a -4 penalty on its saving throw.