Feeblemind
Level 8 · Enchantment
- Damage
- Save
Carried by bard, druid, warlock, and wizard, Feeblemind operates at the 8th level of the enchantment school. Cast time: Action. Range 150 feet, components V/S/M, duration instantaneous. Material: a handful of clay, crystal, glass, or mineral spheres. Effect: You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality.
Stat Block
- Level
- 8
- School
- Enchantment
- Casting Time
- Action
- Range / Area
- 150 feet
- Components
- V, S, M
- Duration
- Instantaneous
- Ritual
- No
- Concentration
- No
- Classes
- Bard, Druid, Warlock, Wizard
- Material
- a handful of clay, crystal, glass, or mineral spheres
Description
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.
Doungim Lore
School Fit
Enchantment magic is the great cheating school of the casters. Its spells reach where no martial weapon and no fireball can. The school tag on Feeblemind is earned by the target it actually affects — the spell rewrites a sentient creature's intent or perception. The 8th-level slot is the spellcaster's bank vault; Feeblemind earns the cast or it doesn't.
Class Fit
- Bard: A Charisma-focused Bard casts Feeblemind at the spell-save DC for the build's primary stat; that DC is competitive at most tables. At 150 feet, Feeblemind stays usable from the caster's typical positioning.
- Druid: Druids prepare Feeblemind from the full list each day, but the Wild Shape economy means prep cycles look different from a Cleric's. The 150-foot range on Feeblemind leaves room for the caster to stay in the back line.
- Warlock: Tier 1 Warlocks have a single slot; tier 2 have two. Feeblemind only earns its known-spell slot if the build casts it most short rests. 150 feet is enough range that Feeblemind doesn't pull the caster forward.
- Wizard: Once Feeblemind is in the spellbook the cost is gold-and-ritual-time at acquisition; from then on the daily prep decision is free. Feeblemind reaches 150 feet, which lets the caster stay clear of the front line.
Related Spells
Frequently Asked Questions about Feeblemind
- What level spell is Feeblemind?
- In D&D 5e, Feeblemind is classified as a level 8 spell of the Enchantment school. Available classes: Bard, Druid, Warlock, Wizard.
- How much damage does Feeblemind deal?
- Feeblemind deals 4d6 psychic damage as its base effect.
- What save does Feeblemind require?
- Feeblemind calls for a Intelligence save against the caster's DC. Success conditions are described in the spell text.
- What is the range of Feeblemind?
- From the caster's position, Feeblemind reaches 150 feet.
- What components and casting time does Feeblemind need?
- To cast: the components are V, S, M. Additionally, Material component: a handful of clay, crystal, glass, or mineral spheres.