Source: Spells That Don't Suck
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 failure, the creature’s Intelligence and Charisma scores become 1. It can only take the most instinctive actions, such as fighting with unarmed strikes or natural weapons, or running away in a straight line. It can’t cast spells, activate magic items, understand language, use weapons or tools, or communicate in any way. It can understand when another creature means it harm.
After one day has passed, a creature can repeat its saving throw, ending the spell on a success. Each time it fails the saving throw, it adds one additional day onto the time interval before it can repeat its save.
The spell can also be ended by greater restoration, heal, or wish.
About Shatter Mind
Shatter Mind is a Level 8 level spell from the school of Transmutation.
This spell has a casting time of action , and a range of 60.0 ft (18.3 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: Transmutation
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School of Magic: Transmutation
Transmutation spells change the properties of creatures, objects, or the environment.
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