Feeblemind

{{Spelldescription
 * icon		= Feeblemind.png
 * school		= Enchantment
 * type1		= Mind-affecting
 * type2		=
 * type3		=
 * type4		=
 * druid		=
 * sor n wiz	= 5
 * cost		= 35
 * components	= {{M}}, {{S}}, {{V}}
 * metamagic	= {{Quicken}}, {{Eschew}}, {{Heighten}}, {{Enlarge}}, {{Embolden}}
 * range		= Standard
 * target		= Foe
 * duration	= 60 seconds plus 10 seconds per caster level with a diminished duration on players
 * save		= Will save negates
 * sr		= 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.


 * Red and purple named monsters are immune to this 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.
 * Charisma-focused players who use the Force of Personality Feat for their Will saves can particularly suffer if this successfully initially hits; with their Charisma dropped they will likely fail all of the re-curring save attempts for the entire duration of the spell.


 * This spell can be removed by the Heal and the Panacea spells, or by any potion of mnemonic enhancement.

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