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0Feeblemind00mind-affecting-14-11 standard action0V, S, M (a handful of clay, crystal, or glass spheres)0yes050-1000sorcerer/wizard 5, witch 5, psychic 5, mesmerist 5, spiritualist 5, medium 4PFRPG Core0Subject's Int and Cha drop to 1.110-1-11000-1Target creature's Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charismabased 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 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.00one creaturecompulsion00instantaneous-10-1medium (100 ft. + 10 ft./level)

Feeblemind

School enchantment (compulsion) [mind-affecting]; Level sorcerer/wizard 5, witch 5, psychic 5, mesmerist 5, spiritualist 5, medium 4

CASTING

Casting Time 1 standard action
Components V, S, M (a handful of clay, crystal, or glass spheres)

EFFECT

Range medium (100 ft. + 10 ft./level)
Targets one creature
Duration instantaneous
Saving Throw Will negates; see text; Spell Resistance yes

DESCRIPTION

Target creature's Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charismabased 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 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.

Feeblemind-1005055-1Aberrant (Sorcerer) (11), Accursed (11)enchantment-100-1-10-100-1551-1-1-1NULLWill negates; see text0500

Target creature's Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charismabased 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 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.

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