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Feeblemind

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Feeblemind.png
Name: Feeblemind
School: Enchantment (Mind-affecting)
Level: Sor/Wiz 5
Spell Point Cost: 35
Components: VerbalVerbal: A verbal component is a spoken incantation. You cannot cast spells that require this component if you cannot act or speak. This has no gameplay applications in DDO, as all characters can always speak and there are no effects which prevent you from doing so., SomaticSomatic: A somatic component is a measured and precise movement of the hand. You cannot cast spells that require this component if you cannot move causing arcane spell failure resulting in a ruined spell. Spells without a somatic component may be used with disregard to Arcane Spell Failure chance. Note - that characters make the same arm gestures for most spells in DDO, so you can't tell which spells require this component by watching your character's animations., MaterialMaterial: A material component is one or more physical substances or objects that are annihilated by the spell energies in the casting process. You must have the required items in your inventory. If you run out of the components, the game will not allow you to cast the spell and will instead inform you of what component is missing.
Metamagic: Enlarge, Eschew, Heighten, Quicken
Range: Standard
Target: 1 creature
Duration: 60 seconds plus 10 seconds per caster level with a diminished duration on players
Saving Throw: Will save negates
Spell Resistance: Yes
Cooldown: 4 seconds (Wiz), 2.5 seconds (Sor)
Description:

This spell sets the Intelligence and Charisma of the victim to 1. A successful Will save negates this effect. It is useful to disable a spell caster. The override defeats enhancement bonuses. (So Fox's Cunning cannot temporarily bring the victim up to 5.)

Notes:

  • Players now get a re-curring save every 2 seconds to remove the effects of the spell.
  • Enemy necromancers in level 10 quests may cast Feeblemind on you. Fortunately, they will target it on anyone, not only spell casters, so some victims (Such as Barbarians.) might be only slightly disabled. Having a 1 Intelligence is less disruptive in DDO than in PnP, because only abilities which directly use Intelligence or Charisma are disabled. You can still communicate with PCs and NPCs, and remember which end of a sword to stick in monsters.
  • This spell can be removed by the Heal and the Panacea spells, or by any potion of mnemonic enhancement.

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