A handful of clay, crystal, glass, or mineral spheres.
Source: 5e 2014 Rules
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. 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.
About Feeblemind
Feeblemind is a Level 8 level spell from the school of Enchantment.
This spell has a casting time of action , and a range of 150.0 ft (45.7 m) . It has a duration of Instantaneous.
Casting Tips
1 tips
Casting Tips
Consider these tips when casting this spell:
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Tactical Use: High-level spell with game-changing potential. Reserve for climactic moments or major plot points.
School of Magic: Enchantment
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School of Magic: Enchantment
Enchantment spells influence or control the minds of others.
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