FeeblemindSource PRPG Core Rulebook pg. 281 School enchantment (compulsion) [mind-affecting]; Level arcanist 5, medium 4, mesmerist 5, psychic 5, sorcerer 5, spiritualist 5, witch 5, wizard 5CastingCasting Time 1 standard action Components V, S, M (a handful of clay, crystal, or glass spheres)EffectRange medium (100 ft. + 10 ft./level) Target one creature Duration instantaneous Saving Throw Will negates; see text; Spell Resistance yesDescriptionTarget creature's Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the feeblemind. A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a –4 penalty on its saving throw.
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