The Dreadful Effects of Feeblemind in D&D 5e

Feeblemind is a powerful 5th-level spell in Dungeons & Dragons 5th Edition that can devastate even the most formidable foes. This spell targets the mind of a creature within range, attempting to shatter its intellect and personality. In this blog post, we’ll explore the effects of this spell, how it works, and how to counter it.

To cast Feeblemind, a caster must be within range of the target creature and make a ranged spell attack. If the attack hits, the target creature takes 4d6 psychic damage and must make an Intelligence saving throw. If the saving throw fails, the creature’s Intelligence and Charisma scores become 1, reducing the creature to a mindless, babbling shell of its former self.

The effects of Feeblemind are devastating. The creature affected by the spell loses all ability to communicate, both spoken and heard. They can no longer cast spells that rely on communication, such as charm person or suggestion. They also lose all knowledge of any languages they knew before, making communication with other creatures impossible.

One of the most significant effects of Feeblemind is that it cannot be dispelled easily. At the end of every 30 days, the creature affected by the spell can attempt an Intelligence saving throw to end the effect. If successful, the spell ends, and the creature’s Intelligence and Charisma scores return to normal. Alternatively, the spell can be ended prematurely with greater restoration, heal, or wish.

Feeblemind does not interfere with concentration, which means a spellcaster can maintain concentration on other spells while affected by the spell. However, the loss of communication and intelligence severely limits the spellcaster’s effectiveness in combat.

To counter the effects of Feeblemind, it’s important to have a plan in place. Spellcasters should have access to greater restoration, heal, or wish spells, which can end the effects of the spell. It’s also important to have a way to communicate with affected creatures, such as through telepathy or writing.

Feeblemind is a powerful and devastating spell that can render even the most formidable foes helpless. Its effects can be long-lasting, making it a potent tool for spellcasters. However, with proper planning and preparation, the effects of Feeblemind can be countered, making it a less effective tool for those who wuld use it for evil.

Fixing Feeblemind in Dungeons and Dragons 5th Edition

Feeblemind is a powerful spell that can cuse a creature to become intellectually disabled and unable to use magic for a prolonged period of time. However, there are ways to fix the effects of this spell in 5th edition Dungeons and Dragons.

One way to fix Feeblemind is to wait for the spell’s duration to end. The spell lasts for 30 days, after which the creature affected by it can make a saving throw to end the spell. If the creature succeeds on this saving throw, the spell ends, and the creature’s abilities return to normal.

Another way to fix Feeblemind is through the use of spells such as greater restoration, heal, or wish. Greater restoration can remove the effects of Feeblemind immediately, as well as other conditions such as blindness or deafness. Heal can also remove the effects of Feeblemind, as well as restoring the creature’s hit points to their maximum. Wish, one of the most powerful spells in the game, can restore a creature’s abilities to normal, as well as grant other wishes, subject to the DM’s discretion.

In summary, to fix the effects of Feeblemind in 5th edition D&D, you can either wait for the spell to end, use greater restoration or heal, or cast wish.

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The Effects of DND Feeblemind Spell

DND Feeblemind is a spell from the Dungeons & Dragons (D&D) tabletop role-playing game that is available to casters of 8th level or higher. This spell allows the caster to blast the mind of a creature that they can see within range, with the intention of shattering its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw. If the target fails to save, their Intelligence and Charisma scores get reduced to 1. This means that the creature’s ability to think, reason, and communicate effectively is severely diminished, rendering it almost useless in combat or other situations whre intelligence and personality are crucial. The spell’s effects can only be reversed by a Greater Restoration spell or similar magic.

Stopping a Feeble Mind

To stop the effects of the Feeblemind spell, the target must make an Intelligence saving throw at the end of every month. If successful, they will regain their normal Intelligence score and their mental faculties. It is also possibe to use spells or magical items that specifically remove or counteract the effects of Feeblemind. Alternatively, a Greater Restoration spell can also be used to remove the effect of the spell entirely. It is important to note that prevention is key, as failing an Intelligence saving throw against Feeblemind can have long-lasting and potentially permanent effects on the target’s mental abilities.

The Effects of Feeble Mind on Concentration

Feeblemind is a powerful spell that affects a creature’s intellect, reducing it to that of a simpleton. However, it does not break a caster’s concentration if they are under the effect of the spell. This means that a spellcaster who has been targeted by feeblemind can still continue to concentrate on spells that require concentration, such as hold person, invisibility, or detect magic.

However, it is important to note that feeblemind does interfere with communication. A creature affected by the spell will find it difficult to understand spoken or written language, and may struggle to communicate clearly themselves. This means that some spell-like abilities that rely on communication, such as suggestion or command, may not work as effectively aainst a creature affected by feeblemind.

Feeblemind does not break concentration, but it does interfere with communication and may hinder the effectiveness of certain spell-like abilities.

Does Cleansing Touch Alleviate Feeblemind?

Unfortunately, Cleansing Touch cannot cure feeblemind. This is because Cleansing Touch only ends a spell but does not actually remove the effects of a spell. Feeblemind is a permanent effect that reduces a creature’s Intelligence and Charisma scores to 1 and prevents them from casting spells, using magic items, or understanding language. Therefore, even if the spell that caused the feeblemind effect is ended or dispelled, the effects of feeblemind still remain until the curse is specifically removed by a greater restoration, heal, or wish spell.

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Source: 5espells.com

The Most Broken Class in Dungeons and Dragons

The most broken class in D&D is a matter of debate among players and DMs. However, one of the most infamous and controversial builds is the Coffeelock. This build combines the Sorcerer and Warlock classes in a way that allows players to have unlimited spells and eliminates the need for long rests. This is achieved by converting unused Warlock spell slots into Sorcery Points, wich can then be converted back into spell slots. As a result, Coffeelock players can cast spells without limit, making them extremely powerful in combat and in other situations. However, this build is often considered unbalanced and disruptive to the game, as it can overshadow other players and make encounters too easy to overcome. Some DMs may choose to ban this build or modify it to prevent its overpowered effects.

The Most Difficult Dungeons & Dragons Module

The answer to the question of what is the hardest D&D module is subjective, as different players and DMs may find different modules challenging based on teir playstyle and level of experience. However, one of the most notoriously difficult modules is Tomb of Horrors, originally published in 1978 for the first edition of D&D.

Tomb of Horrors is designed to be a deadly and unforgiving dungeon crawl, with several traps and puzzles that are intended to challenge even experienced players. It is known for its high lethality, with many of the traps and encounters being designed to kill or maim characters. In addition, the module is designed to be very difficult to complete without the use of magic, making it particularly challenging for non-magical characters or parties.

Despite its difficulty, Tomb of Horrors has remained popular among D&D players and has been adapted for multiple editions of the game. However, it is widely regarded as one of the most challenging modules, requiring careful planning and strategy to survive.

Understanding Feeble Mindedness

Feeble-mindedness is a term that was previously used to refer to a significant impairment in intellectual ability, also knwn as intellectual disability. This condition is characterized by limitations in cognitive functioning and adaptive behaviors, which can impact an individual’s ability to learn, communicate, and perform everyday tasks. However, the term ‘feeble-mindedness’ is no longer used in medical, educational, and regulatory contexts and is considered offensive. Instead, the preferred terminology is intellectual disability or developmental disability. It is important to note that individuals with intellectual disabilities have unique strengths and abilities, and with appropriate support and accommodations, they can lead fulfilling lives.

Causes of Feeble Mindedness

Feeble mindedness can be caused by various accidental or environmental factors. Some of the possible caues include injuries to the head during birth, falls or blows in infancy, inflammatory diseases affecting the brain, toxemia resulting from infectious diseases, abnormal physical or mental conditions of the parents, and the absence of certain vital substances from the blood. Additionally, genetic factors can also contribute to feeble mindedness. It is crucial to note that feeble-minded individuals can have varying intellectual disabilities, and the causes of such disabilities may differ from one individual to another. It is essential to identify the underlying cause of feeble-mindedness in each case to provide appropriate interventions and support.

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Grinding a Feeble

To grind a feeble, you must first approach the rail with an angle, similar to how you would approach a boardslide. As you get close to the rail, prepare to ollie up onto it, making sure to get eough air so that your front truck clears the rail. Once you’re in the air, aim to land your back truck on the rail first, as this will allow you to lock in the feeble grind. As you’re grinding, make sure to keep your body weight centered over your board and the rail. To maintain balance, shift your weight slightly back and forth along the rail. With practice, you’ll be able to maintain your balance and glide smoothly along the rail in a feeble grind.

Can Feeblemind be Removed?

Unfortunately, Feeblemind canot be dispelled using the Dispel Magic or Cleansing Touch spells. This is because Feeblemind is classified as an instantaneous effect, meaning that it has already taken effect and cannot be removed through traditional dispelling methods. Additionally, Feeblemind is a powerful spell that severely affects the target’s mental abilities, making it particularly difficult to undo. While an Antimagic Field spell may temporarily suppress the effects of Feeblemind, it requires the caster to remain within a close range and must be cast at the cost of an 8th level spell slot every hour. it is important to approach Feeblemind with caution as it can have long-lasting effects on the target.

Intentionally Failing a Saving Throw

In Dungeons & Dragons 5th edition, there is no explicit rule that allows a player to intentionally fail a saving throw. According to Lead Designer Jeremy Crawford, there is no option for a character to choose to fail a save. However, there may be certain circumstances where a DM might allow a player to intentionally fail a save at thir discretion. For instance, a player might want to fail a save in order to avoid suspicion or to protect someone else. Ultimately, it’s up to the DM to decide whether or not to allow a player to intentionally fail a save and under what conditions.

How to Cancel a Concentration Spell

A concentration spell can be cancelled or broken in a few different ways. Firstly, if the caster takes damage while concentrating on a spell, they must make a Constitution saving throw to maintain their concentration. If they fail the saving throw, the spell ends. Additionally, if the caster is incapacitated or killed, their concentration spell ends immediately. Another factor that can break concentration is casting another spell that also requires concentration. The caster cnnot concentrate on two spells at the same time, so casting a new spell cancels the previous one. if the spell’s duration expires, the spell ends and concentration is no longer required. It’s important to note that maintaining concentration is crucial for certain spells, so any interruption or distraction can be detrimental to the caster’s success.

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Conclusion

Feeblemind is a powerful and debilitating spell in 5th edition Dungeons and Dragons. It targets the mind of a creature, attempting to shatter its intellect and personality, leaving it with an Intelligence and Charisma score of 1. The target takes 4d6 psychic damage and must make an Intelligence saving throw to resist the effects. The spell lasts untl dispelled, but the creature can make a saving throw every 30 days to end the effect.

While feeblemind does not interfere with concentration, it does impact communication, both spoken and heard. This means that some spell-like abilities that rely on communication may be shut down by feeblemind. However, the spell can be ended by greater restoration, heal, or wish.

Feeblemind is a formidable spell that can greatly weaken or incapacitate a creature. It is a powerful tool for spellcasters, but also a danger to those who may fall victim to its effects.

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William Armstrong

William Armstrong is a senior editor with H-O-M-E.org, where he writes on a wide variety of topics. He has also worked as a radio reporter and holds a degree from Moody College of Communication. William was born in Denton, TX and currently resides in Austin.