Enchantment/Charm [mind-affecting, psionic*]
Druid Version
Level Druid 6
Components V, S
Casting Time 8 segments
Range 160-ft.
Area of Effect One spell caster
Duration Permanent
Save (Modified) Wisdom save vs. Spell (save negates)
Magic-user Version
Level Magic-user 5
Components V, S, M
Casting Time 5 segments
Range 10-ft. per caster level
Area of Effect One spell caster
Duration Permanent
Save (Modified) Wisdom save vs. Spell (save negates)
The spell causes the target to revert to a mental state with no spell casting ability.
The target must make a modified (see below) Wisdom save vs. Spell or have their Intelligence drop to 0-5 (1d6-1) and Wisdom drop to 0-5 (1d6-1) permanently (save negates). For effect of lowered Intelligence and Wisdom, see below.
The effect can only be reversed by a heal spell, restoration spell, or wish-type magic.
Saving Throw. The saving throw is adjusted by spell caster type:
Caster Type Saving Throw Adjustment
Human Cleric +1
Human Druid -1
Human Necromancer -1
Human Bard -1
Human Magic-user -4
Human Illusionist -5
Non-human Spell Caster -2
Human Dual-class Caster* -2
* With more than one spell-casting class.
Effects of Lowered Intelligence
Int 0. The target is unconscious until the effect is removed.
Int 1. The target cannot read, speak or understand any language. No special abilities can be used if mental in nature. The target cannot remember anything other than the most instinctual stimuli (fire is hot, one drinks water when thirsty, etc.). The target cannot use manufactured weapons or a shield.
Int 2-4. The target cannot read or speak any language. The target can understand one-word phases if presented in their native language. The target cannot use spell-like abilities. The target cannot use manufactured weapons or a shield.
Int 5. The target can cannot read any language, but can communicate in their native language (in a rudimentary way). The target cannot use spell-like abilities. The target is proficient with whatever weapons they used prior to the effect.
Effects of Lowered Wisdom
Wis 0. The target is unconscious until the effect is removed.
Wis 1. The target cannot tell friend from foe based on sight alone. If spoken to carefully, the target will recognize friends using a complex activity. Recognition will continue while they remain within sight. Any perceived aggression will be met with hostility or flight (based on the size and number of perceived foes). Unknown creatures (no matter the communication style) will be met with hostility (or flight). No matter the target's Intelligence score, they cannot interpret any language. The target will seek to discard any armor worn (uncomfortable) and won't employ a shield. The target will not use missile weapons.
Wis 2-4. The target can determine friends from those unknown (treated as foes) based on appearance. If the target can speak a language, any persuasive suggestion by an allies will be heeded or followed (even if it seems dangerous). Allies will be protected (using physical means; melee being the first choice unless this is impossible).
Wis 5. The target acts relatively normal with respect to allies, unknowns, and foes, but is highly distrustful of any other than allies. While gullible, the target will be hesistant to put themselves in dangerous situations unless protecting an ally.
Limitations
This spell has no effect on any creature that does not cast spells (incantations).
This spell has no effect if cast on a spell caster with no spells prepared/memorized.
Material Components (Magic-user). A handful of small spheres which are consumed in the casting. The spheres can be made from clay, minerals, or crystal. Cost/Scarcity. 20 g.p./Rare.
Known Substitutions. None.