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Feeblemind: differenze tra le versioni

Da D&D Next.
Reimport Spells: Feeblemind (formattato)
Etichetta: Ripristino manuale
Traduzione incantesimi: Feeblemind
Riga 6: Riga 6:
'''Range:''' 150 feet
'''Range:''' 150 feet


'''Components:''' V, S, M (a handful of clay, crystal, glass, or mineral spheres)
'''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 Intelligence saving throw.
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 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.
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.

D&D Next Wiki — Questo contenuto è basato sul System Reference Document 5.1 di Wizards of the Coast LLC, disponibile sotto licenza Creative Commons Attribution 4.0 International.