Core Rulebook | Spells | Feeblemind

Feeblemind

School: enchantment [compulsion] (mind-affecting)
Domain:
Level: Arcanist: 5; Sorcerer: 5; Witch: 5; Wizard: 5
Components: V, S, M (a handful of clay, crystal, or glass spheres)
Casting time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Duration: instantaneous
Saving Throws: Will negates; see text
Spell Resistance: yes
Target: one creature

Description: Subject's Int and Cha drop to 1.

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.