How do you remove Feeblemind?


Rules Discussion


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

We have a player who failed against the feeblemind spell. They've been carrying it around for three weeks.

How on earth do we get rid of it? It says permanent duration, which makes me think it can be dispelled, and I have a powerful sorcerer with signature dispel magic, but the GM seems to think that won't work due to the Curse trait.

Personally, I think dispel magic should have a chance of working (why else mention permanent duration?), UNLESS there was a critical failure, at which point you would need something like remove curse.

What do you think it would take to remove the spell? Would it be different if the PC in question had suffered a Critical Failure?


Ravingdork wrote:

We have a player who failed against the feeblemind spell. They've been carrying it around for three weeks.

How on earth do we get rid of it? It says permanent duration, which makes me think it can be dispelled, and I have a powerful sorcerer with signature dispel magic, but the GM seems to think that won't work due to the Curse trait.

Personally, I think dispel magic should have a chance of working (why else mention permanent duration?), UNLESS there was a critical failure, at which point you would need something like remove curse.

What do you think it would take to remove the spell? Would it be different if the PC in question had suffered a Critical Failure?

Your GM is correct. The curse trait was eratte'd to prevent dispel magic from working.

CURSE
TRAIT

A curse is an effect that places some long-term affliction on a creature. Curses are always magical and are typically the result of a spell or trap. Effects with this trait can be removed only by effects that specifically target curses.
Core Rulebook (630)


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Fail vs critical fail doesn't make a difference in how the affect of feeblemind is removed.

The most obvious way is remove curse, a 4th level spell on divine and occult lists.

Feeblemind is a 6th level spell on arcane and occult lists.

I would expect, even if the party doesn't have a caster of the correct sort that they should be able to find an NPC to cast it. Feeblemind being a 6th level spell would lead me to guess that the enemy is around level 11 (although NPCs don't follow the rules for access to things). Worst case scenario is that the NPC to use remove curse needs a mcguffin to help them succeed the counteract check. Personally I don't like that because it removes the player from the game for an extended period of time.

As a GM, I would have the NPC succeed in the heal using the item, on the condition that the party help them obtain more of the same or some other item(s) important to the caster. This allows everyone to be involved without it being completely trivialized.


Ravingdork wrote:
We have a player who failed against the feeblemind spell. They've been carrying it around for three weeks.

On a positive note, that would definitely qualify the character for the Curse Maelstrom archetype.


Remove curse is the way to go.

I also agree with claxon is a very annoying spell because it "removes" A player for a, sensible amount of time, so I'd always set up some sort of way out, to allow the group dealing with it even in peculiar situations:

- no occult/divine spellcasters
- no npc able to remove it
- low level settlement ( unable to go back, and with limited supplies)

And so on.

Even a side quest ( a task or a bargain) from a brand new npc may easily do its job.


breithauptclan wrote:
Ravingdork wrote:
We have a player who failed against the feeblemind spell. They've been carrying it around for three weeks.
On a positive note, that would definitely qualify the character for the Curse Maelstrom archetype.

That is a really cool dedication.


Strap him to a chair, tape his eyes open, put on every episode of Bill Nye and any other PBS show you can manage before he dies of exposure. Should fix him right up.


Can't see how this is even a question tbh, the spell very clearly lays out how to get rid of its effects.

Quote:
The effects of this curse can be removed only through remove curse or another effect that targets curses.

And any leeway one might think exists was sorted by the errata as Captain Morgan quoted.


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Thezzaruz wrote:

Can't see how this is even a question tbh, the spell very clearly lays out how to get rid of its effects.

Quote:
The effects of this curse can be removed only through remove curse or another effect that targets curses.
And any leeway one might think exists was sorted by the errata as Captain Morgan quoted.

The first printing lacks that line, which may be what Raving and their group owns


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I suspect it's because Roll20 never incorporated any of the errata into any of its paid content. >:(


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You gotta hop on that foundry train. Choo Choo RD.


Captain Morgan wrote:
You gotta hop on that foundry train. Choo Choo RD.

Just tried it out today. It's awesome.

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