Type ritual
School enchantment (compulsion) [mind-affecting]


Casting Time 30 minutes
Components V, S, M (a handful of clay, crystal, or glass spheres)


Range ritual
Area [30/40/50/60/70]-ft. radius
Effect -2 Int and Cha 1/round
Duration permanent
Saving Throw will negates; Spell Resistance yes


Once per round as a free action, you can designate any creature within the ritual node's area. If they fail a will save, they lose 2 Intelligence and Charisma. This damage persists until a minute after they leave the ritual node's area. If a creature makes two consecutive will saves, they can not be affected by the same Feeblemind node for 24 hours. Feeblemind can drop Intelligence and Charisma as low as 1. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. A creature that can cast arcane spells, such as a Master, Caster, or Sage, takes a -2 penalty on its saving throw.