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Feeblemind

Level
8
School
Enchantment
Concentration
No
Ritual
No
Casting Time
1 Action
Duration
Instantaneous
Range
150 ft
Damage/Effect
Psychic
Save
INT Save
Verbal Component
Yes
Somatic Component
Yes
Material Component
Yes
Materials
a handful of clay, crystal, glass, or mineral spheres)
Source
Players Handbook
D&D Beyond Link
www.dndbeyond.com/spells/Feeblemind
Spell Domain
Natural, Arcane

Description

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.