Baldur's Gate Wiki

The victim of the Feeblemind spell becomes idle, standing around doing nothing. It is not paralyzed, just unresponsive to stimuli.

Description[]

Feeblemind causes the subject's intellect to degenerate into that of a simple beast of burden unless a Saving Throw vs. Spell is made with a -2 penalty. Upon a failed Saving Throw, the subject remains in this state until a successful Dispel Magic is cast upon <PRO_HIMHER>.

Gameplay[]

The caster directs this spell at a single target creature in range - use the targeting cursor to designate which creature on the map it will be aimed at.

When the spell cast is finished, a sparkling projectile speeds to the designated creature unerringly.

The creature is exposed to the Feeblemindedness effect, and the target is allowed a Saving throw versus Spells (with a 2-point penalty) to resist it.

If the saving throw is failed, the victim is now affected by the status effect and enters a "State: Feebleminded", now unable to think, act, move, or respond to stimuli.

The victim's sprite will have a 3D effect graphic rendered over them, as well as a brief color fade, and the combat log will display a text reading "Feebleminded".

A player character affected by this spell will show an icon (No. 142) titled 'Feebleminded" on their portrait, and they become "unselectable".

Magic resistance can block this spell, and spell protections that can deflect a spell Power level of 5 will prevent it from making contact with the protected creature. Examples include Spell Deflection, Spell Turning and Spell Trap.

The divine spell Chaotic Commands will protect the recipient from this spell. See the status effect link for other preventive abilities, spells and methods.

In an unmodified game only a successful Dispel Magic effect or a Greater Restoration spell can remove the status effect from the victim.

A successful cast of Feeblemind isn’t implemented as an aggressive action - thus it won’t cause the target or other creatures in the same area to turn hostile: this isn't on purpose though, as the spell is flagged as "hostile", but because the State: Feebleminded causes all victim creature scripts to cease, the hostility trigger won't be implemented - and since the creature isn't made hostile, this in-turn doesn't trigger other neutral creatures nearby to also turn hostile.

This quirk in the spell design isn't an actual bug, but rather an order of operations and game engine limitation.

However, if the Feeblemindedness effect is dispelled from the target, then the victim will turn hostile to an enemy caster.

If a solo character is affected by this spell, it effectively ends the game, as the duration is VERY long, and the character has no means of removing it.

A creature under the feeblemindedness effect is not in the Helpless state, and its Intelligence attribute is set to 3. Attacks against a creature will not automatically hit, and the target's full Armor Class protection benefits will still apply, although of course, the creature will not fight back or flee.

A creature coded as an innocent killed while feebleminded will still elicit a reputation penalty, and make others in the area hostile, for instance inside a shop or tavern with patrons.

The Artificial Intelligence and scripting of the game will almost never use the Feeblemind spell against the player in the entire game saga.

Be advised that using this spell on creatures that are scripted to deliver dialogue can break those planned story scripts, some of which could be essential. Ensure that the target of the spell isn't needed to advance the various questlines in the game, or it can cause gameplay problems and or shutter plot actions. If in doubt, make a save game before casting the spell, or just don't use feeblemind unless the target is already hostile.

Notes[]

Due to this spell's unusual and probably unintended misfunctioning hostility flag - the Feeblemind spell has many exploits that can be achieved in a tactical sense and to permanently pacify neutral creatures before a planned battle or to perform a theft and other actions. Many articles and comments abound on the internet in gaming forums and gaming sites about this spell's uses/exploits.

See also[]

Spiritual Lock spell for the Shaman class.

Where to obtain its scroll[]

The Black Pits[]

Sold by[]

Tales of the Sword Coast[]

Shadows of Amn[]

Throne of Bhaal[]

Trivia[]

The Advanced Dungeons and Dragons 2nd Edition Wizard spell Feeblemind is restricted towards people or creatures who use magic spells. There are also different saving throw modifiers for different types of creatures, and the target's Wisdom can affect this. The spell can only be removed with a Heal spell or Wish.

Gallery[]

Mod content[]

This section is about unofficial content that is only available via fan-made mods.

Spell Revisions mod has changed this arcane spell, revising saving throw. See below for description:
Feeblemind
Level: 5
School: Enchantment
Range: Long
Duration: Permanent Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Spell negates
Feeblemind causes the subject’s intellect to degenerate into that of a simple beast of burden, with an intelligence score of 3. The subject remains in this state until a successful dispel magic is cast upon him. The victim must make a save vs. spell at -4 in order to avoid the effect.

Note:In addition to Dispel Magic, the SR spell Break Enchantment can remove feeblemindedness.

The Sword Coast Stratagems mod Smarter Mage component will script arcane casters to attempt the Feeblemind spell directed at party members. This is usually more common if the mage was assigned an Enchanter mage kit. Often the Greater Malison spell will be cast before Feeblemind and other enchantment spells. In effect this can lead to the player having a -8 penalty to their saving throw.

Mod screenshot[]

External links[]

References

  1. See SPWI509.SPL: Lasts 3,600,000 seconds, with 300 seconds being 1 game hour