• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

Feeblemind variants

Shakensoul

Necromancy (Fear) [Mind-Affecting]
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates; see text
Spell Resistance: Yes

This spell creates paralyzing, overwhelming fear and dread in the suspect.

If the target creature fails a Will saving throw, its Dexterity and Wisdom scores each drop to 1. The affected creature is unable to use Dexterity- or Wisdom-based skills, cast divine spells, fire ranged weapons, or apply its dex bonus to AC. It suffers from a continuous "shaken" effect and every time it meets a creature or situation it is not familiar with, it must make a will save (DC 17) or become frightened for the duration of the event. A natural 1 on the save, or a failed save while frightened causes the creature to become panicked for the event's duration. Still, it still trusts its friends and can follow them, and even protect them. A diplomacy check (DC 17) is required to cure a frightened or panicked state brought on in this way, bringing it back to shaken.

The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the shakensoul. A creature that can cast divine spells, such as a cleric or a druid, takes a -4 penalty on its saving throw.

Material component- A rattle from a snake or other creature

Brittlebody

Necromancy
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates; see text
Spell Resistance: Yes

The character becomes supernaturally brittle and weak, as his physical being is wracked in every way imaginable.

If the target creature fails a Will saving throw, its Strength and Constitution scores each drop to 1. The affected creature is unable to use Strength- or Constitution-based skills, heal naturally, or attack with melee weapons. Healing spells cast on the creature have an effectiveness of 50%.

The creature can't run, can't charge, and it moves at half speed. It must make a Fortitude save every time it is dealt damage of any kind (DC 19), or die.

The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the brittlebody. A creature that can use martial weapons and shields takes a -4 on its saving throw.

Material component- A bone from a once-living creature. This bone is broken as part of the spell.
 
Last edited:

log in or register to remove this ad

Remove ads

Top