Feeblemind questions


Rules Questions


Hi everyone

I would like some help understanding whether Feeblemind restricts certain types of actions - spell like , supernatural and extraordinary

I know rules and written they don’t but can the person with Int 1 understand what abilities they have and therefore choose between them?

Specific examples:

Witch with multiple hexes - can something that is literally in lizard brain mode pick between things like fortune, protective luck etc. And would it even understand that cackle makes the duration last?

Kineticist - would they understand the concept of burn and gather power (let’s face it, it can be tricky even for human intelligence people!) . So stick to standard blast ?

Cleric domain powers - for example the ones where the cleric creates and aura to bolster allies or remove status effects . I would imagine it has no understanding of when this would be necessary

I kind of feel characters under this effect should be able to move around, aid other in combat and make melee attacks and that be pretty much the limit. Ranged attacks as well although of course there aren’t real life parallels to lean on there...

Any thoughts?


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Several characters in a recent campaign (including my wizard) suffered from the feebleminded condition, and I can agree that it sucks.

CRB wrote:
Target creature’s Intelligence and Charisma scores each drop to 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.

Although the description of feeblemind only refers to "spells" I think you have to include spell-like and supernatural abilities. Moving, melee attacks and ranged attacks (and I guess "aid another" attempts, under the caveat of protecting friends) sounds like all you could do.

I would assume that all witch, kineticist and cleric powers would be impossible as well. Some rules mavens may try to define "cast spells" more narrowly, but that is clearly not the intent of the spell description.


This is one example of a spell that is not only better against certain creatures, but also targets said creatures by gimping their save. Why did they attach that -4 penalty for spellcasters?


TheGreatWot wrote:
This is one example of a spell that is not only better against certain creatures, but also targets said creatures by gimping their save. Why did they attach that -4 penalty for spellcasters?

Primary reason I imagine is legacy. The spell has been ugly for spellcasters from day one. I suspect it's meant in part to offset the fact that most Magic Users (errrm Wizards, I mean) have strong Will saves and the spell is supposed to be a special threat to them.

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