Feeblemind
Spell Level: Beguiler 5; Hexblade 4; Wizard / Sorcerer 5; Curse Domain 5
Innate Level: 5
School: Enchantment
Descriptor: Curse, Mind-Affecting
Component: Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Permanent
Additional Counter Spells:
Save: Will Negates
Spell Resistance: Yes
If the target creature fails a Will saving throw, its Intelligence and Charisma scores drop to 3, giving it roughly the intellect of a lizard. The creature still knows who its friends are and can follow them and even protect them. The creature remains in this state until a Remove Curse or Greater Restoration is used to cancel the effect of the Feeblemind. When used against a creature that can cast arcane spells, such as an assassin, bard, beguiler, hexblade, monster hunter, sorcerer, warmage, or wizard, the DC of the saving throw increases by 4.