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.