Difference between revisions of "Feeblemind (spell)"
From Legends of Hyrule
Jump to navigationJump to search (Created page with "<noinclude>{{Navi|Spells}}</noinclude><tabs><tab name="Magic Points">{{SB |p=12 |level=8th |school=enchantment |range=150 feet |You blast the mind of a creature that you can s...") |
m (Guy moved page Feeblemind to Feeblemind (spell)) |
(No difference)
|
Latest revision as of 18:44, 12 May 2020
Please download an offline copy of any page you may need. "Alt+Shift+P" can be used to make a printable PDF of any page. See also archives. | ||
Player's Guide |
System Reference |
Compendium |
12-point enchantment | |
Casting time: | 1 action |
Range: | 150 feet |
Components: | V, S |
Duration: | Instantaneous |
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 successful save, the target is unaffected by this spell and succeeds on all saving throws against this spell for the next 24 hours.
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 make a Wisdom saving throw this spell. If it succeeds on its saving throw, the spell ends. The spell can also be ended by greater restoration, heal, mass heal, or wish.
8th-level enchantment | |
Casting time: | 1 action |
Range: | 150 feet |
Components: | V, S |
Duration: | Instantaneous |
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 make a Wisdom saving throw this spell. If it succeeds on its saving throw, the spell ends. The spell can also be ended by greater restoration, heal, mass heal, or wish.
The text of this page is partly based on the the V5.1 Systems Reference Document (SRD). The text of both this page and the SRD are released under Creative Commons (“CC-BY-4.0”). [1]