Feeblemind
EnchantmentYou 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.
Spell Details
Player Guide
Use Feeblemind against high-intelligence enemies like wizards, liches, or mind flayers where the intelligence reduction cripples both offensive and defensive capabilities. The spell requires an Intelligence save, so targets with poor saves are ideal; pairing with disadvantage-imposing effects maximizes success. After a failed save, the target becomes nearly helpless—unable to cast spells, make ability checks, or attack rolls relying on INT, making this a powerful action economy swing.
Spell Combos
DM Tips
Feeblemind has no concentration requirement and lasts until dispel-magic or greater-restoration removes it, making it brutally long-lasting. Consider giving boss monsters legendary actions or resistances to maintain combat balance, as a failed save essentially removes a threat for the entire encounter.