← Spells

Feeblemind

5e

5e Level 8 · Enchantment
Level8
SchoolEnchantment
ClassesBard, Druid, Warlock, Wizard
Casting time1 action
Range150 feet
ComponentsV, S, M (A handful of clay, crystal, glass, or mineral spheres)
DurationInstantaneous
Saving throwIntelligence

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.

Source: SRD 5.1. Attribution: System Reference Document 5.1, Wizards of the Coast, CC-BY-4.0. License: CC-BY-4.0.

bfrpg

bfrpg Level 5
Level5
ClassesMagic User 5
Range180'
Durationpermanent

If the target creature fails a saving throw vs. Spells, its Intelligence and Charisma scores each drop to 1. The affected creature is unable to cast spells, understand language, or communicate coherently. The victim does remember who its friends are and can follow and protect them from harm. The subject remains in this state until a heal spell is used to cancel the effect. A target creature that can cast Magic-User spells suffers a penalty of -4 on its saving throw against this spell.

Source: Basic Fantasy RPG. Attribution: Basic Fantasy Role-Playing Game, Chris Gonnerman / Basic Fantasy Project, CC-BY-SA-4.0. License: CC-BY-SA-4.0.