Pathfinder 1e Spell Enchantment

Feeblemind

Subject's Int and Cha drop to 1.

School
Enchantment
Casting Time
1 standard action
Range
Medium (100 ft. + 10 ft./level)
Target
One creature
Duration
Instantaneous
Saving Throw
Will negates; see text
Spell Resistance
Yes
Components
V S M

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.

Effects

one creature
Source

Core Rulebook

Attribution

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