Feeblemind: differenze tra le versioni
Reimport Spells: Feeblemind (formattato) Etichetta: Ripristino manuale |
Traduzione incantesimi: Feeblemind |
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| Riga 6: | Riga 6: | ||
'''Range:''' 150 feet | '''Range:''' 150 feet | ||
''' | '''Componenti:''' V, S, M (a handful of clay, crystal, glass, or mineral spheres) | ||
'''Duration:''' Instantaneous | '''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 | 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 Intelligenza saving throw. | ||
On a failed save, the creature's | On a failed save, the creature's Intelligenza and Carisma 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. | 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. | ||
| Riga 21: | Riga 21: | ||
[[Categoria:Incantesimi]] | [[Categoria:Incantesimi]] | ||
[[Categoria:SRD 5.1]] | [[Categoria:SRD 5.1]] | ||
<!-- Originale: Feeblemind --> | |||
Versione delle 13:14, 3 lug 2026
Feeblemind
8th-level enchantment
Casting Time: 1 action
Range: 150 feet
Componenti: V, S, M (a handful of clay, crystal, glass, or mineral spheres)
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 Intelligenza saving throw.
On a failed save, the creature's Intelligenza and Carisma 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.