FEEBLEMIND

Enchantment level 8

STANDARD

Casting Time 1 action
Range 150 feet
Components V, S, M
Duration Instantaneous

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 restorationheal, or wish.

Components. A handful of clay, crystal, glass, or mineral spheres.

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SPELL VARIANT #1

Casting Time 1 action
Range 150 feet
Components V, S, M
Duration Concentration, up to 1 minute

You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d8 psychic damage and must make an Intelligence saving throw with disadvantage.

On a failed save, the creature’s Intelligence and Charisma drop by 1d4. 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 restorationheal, or wish.

If Intelligence or Charisma fall to 1, the target 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.

At Higher Levels. When you cast this spell using a spell slot of 9th level, the target takes 4d10 psychic damage and suffers 1d4+1 damage to Intelligence and Charisma.

Components. Helm of Telepathy (not consumed), Pinch of Mind Flayer‘s brain.