Feeblemind - Too Powerful or just a balance?

For our campaign Break Enchantment will remove any effect (SU, SP or spell) 5th or lower that is a transmutation, enchantment, or curse (on an opposed level check as written) plus Stone to Flesh as a named exception. Feeblemind would qualify.

Probably a house rule of Break Enchantment and at the very least an extremely gracious interpretation of the spell as written. The other spells listed remove Feeblemind with no level check (automatic).

As a player who prefers arcane casters, Feeblemind is worse than death. Usually a DM won't make you play out several sessions as a dead PC for RP purposes (how much RP can you do while dead) while somehow Feeblemind tends to last a few sessions while you are allowed the 'pleasure' and 'opportunity' to role play a vegetable.
 

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jodyjohnson said:
For our campaign Break Enchantment will remove any effect (SU, SP or spell) 5th or lower that is a transmutation, enchantment, or curse (on an opposed level check as written) plus Stone to Flesh as a named exception. Feeblemind would qualify.

As written in the Break Enchantment description? Feeblemind IS an Enchantment, after all.

IMO, Break Enchantment should be listed in Feeblemind's description as a countering method. I consider it an errata to be fixed, given the spell levels involved with the other spells listed.
 

If you want to slow down the cleric, just keep tossing Ref save spells at him.

As far as Feeblemind goes, it's power is fine. At the same level, a human fighter has 10 feats, a rogue has +5d6 sneak attack (that could kill some 9th level wizards in one hit), a cleric can raise the dead (and destroy minor undead by turning them), and a monk is moving a 60' and does 3d10 damage with a good set of flurry attacks.

I agree that some spells, especially ones that have an effective save-or-be-eliminated issue, might seem overpowered. But, if a 9th level fighter starts his round 5' from me, I'm not sure I'm going to live through that either.

Dave
 

Vrecknidj said:
I agree that some spells, especially ones that have an effective save-or-be-eliminated issue, might seem overpowered. But, if a 9th level fighter starts his round 5' from me, I'm not sure I'm going to live through that either.

Dave
Mages would worry about that, but clerics?

[rantmode]
 

Herpes Cineplex said:
Hell, if I had a choice between being hit with Feeblemind or dying, I'd take death: at least the cleric only has to be able to cast fifth-level spells (Raise Dead) to fix being dead.

Ah, but here's the catch you're failing to notice.

Raise Dead can restore a character who's been killed. Alright, no problem with that. However, it won't restore someone killed by a Death Effect. So if you had to choose between being Feebleminded (5th level spell, can be removed by a 6th level spell) or being slain by Slay Living (5th level spell, can only be removed by a 7th level spell), which would you choose?
 
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Don't forget about the lost level after being raised. I'd rather pay a little bit more and keep the XPs from the last few months.
 

Thanee said:
Well, Feeblemind isn't always effective. A fighter, for example, would still be able to defend his allies. Granted, not in the most creative manner, but simple move and attack would surely be possible still.

Against a wizard (or any spellcaster, arcane especially) it's nasty, but then again, any fortitude based "save or die" spell is about the same.

Yes, better the Feeblemind than a Disintegrate or Flesh to Stone.

There are theorectical situations where Feeblemind looks overpowered. But if you think in terms of team play, a Feeblemind is a smaller annoyance than a well-played Wall of Force or Hold Monster. Those are more likely to cause the immediate death of a PC.
 
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Wall spells: Worse than death cause one player probably dies AND the NPCs have time to loot his body and "take his stuff".
 


I treat my players like characters in a movie (which is why I like Eberron so much)...

... I'm not saying that I wouldn't have enfeebled his mind, but rather that I would have worked a way to get him restored (somehow) into the adventure if the party didn't have the right abilities.

Just my point of view.
 

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