D&D 5th Edition
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Feeblemind
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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.
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.
Attributes
Casting Time
1 action
Classes
Bard, Druid, Warlock, Wizard
Components
V S M
Duration
Instantaneous
Level
8
Material
A handful of clay, crystal, glass, or mineral spheres
Name
Feeblemind
Range
150 feet
School
Enchantment
Spell Attack
None
Target
A creature that you can see within range
filter-Casting Time
Action
filter-Components
Verbal, Somatic, Material
filter-Concentration
No
filter-Duration
Instantaneous
filter-Level
8
filter-Range
Far (more than 60 feet)
filter-Ritual
No
filter-Tags
Inflict Damage, Psychic Damage, Intelligence Save, Debuff
filter-Upcast
No
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