Feeblemind 5e

Specify a creature you can see within the cast range, and try to destroy its reason and personality. The target takes 4d6 points of psychic damage and must make an intellectual save.

Feeblemind

  • Level: 8
  • Casting time: 1 Action
  • Range: 150 feet
  • Components: V, S, M
  • Duration: Instantaneous

When the save fails, the creature’s intelligence and charm become 1. Subjects cannot cast spells, activate magic items, or even understand language or communicate wisely. But the creature can still identify, follow its partners, and even protect them.

The affected creature can make a new save at the end of the day every 30 days. If the save is successful, the spell effect ends.

In addition, greater restoration, heal or wish wishing can directly terminate the effect of this spell.