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Feeblemind
Target 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.
Attributes
Casting Time
1 standard action
Components
V, S, M (a handful of clay, crystal, or glass spheres)
Duration
Instantaneous
Level
Sorcerer/wizard 5
Range
Medium (100 ft. + 10 ft./level)
Saving Throw
Will negates; see text
School
Enchantment (compulsion) [mind-affecting]
Spell Resistance
Yes
Target
One creature
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