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Pex
2015-01-07, 11:31 PM
Wizards are proficient with Intelligence saving throws.

Wizards' primary ability score is Intelligence.

Wizards' Intelligence saving throw is very good, +11 at 20th level.

Feeblemind is an Intelligence saving throw spell.

Feeblemind, the bane of all Wizards since forever, the spell Wizards used to be given a -4 penalty to their save, the spells whose flavor text mentioned it is to be used against Wizards since forever, is now a spell Wizards are the best at saving against. Not complete immunity, but then no one had complete immunity to the spell. Finally, after all this time, Wizards no longer need fear this once formidable nemesis of a spell. They can still fail the save, but at least they can face the attack with confidence they now have a very good chance of actually beating it.

Todasmile
2015-01-08, 12:25 AM
To be fair, should the Wizard actually fail the saving throw - about a 50/50 chance against another caster of the same level - they have essentially been taken out of the fight. Their spell DCs go from 19 to about 10, their damage is reduced, their to-hit is negative, and any spell slots they spend are basically wasted.

I think it's an incredibly effective way to deal with Wizards. Any Intelligence-or-Charisma-based caster, really, which is most of them.

SharkForce
2015-01-08, 01:13 AM
better than 50/50 actually.

saves start at 8. your intelligence save is a d10 (edit: should be d20) roll, which averages out to 10.5 (though obviously you never roll a 10.5, that would be impossible).

so assuming a caster with the same attributes and proficiency bonus as you, you're actually 60/40 in favour of making it. if you have advantage somehow, it gets even better :)

Galen
2015-01-08, 01:34 AM
Save DC: 8+INT+Prof (19 at level 20 with maxed-out INT)
INT Save: d20+INT+Prof (d20+11 at level 20 with maxed-out INT)

Facing his equal, the wizard only needs to roll an 8 or better on d20 (65%)

Celcey
2015-01-08, 08:28 AM
Your intelligence save is a d10 roll

What's this about a d10? Since when do you use d10s for saving throws? Someone mentioned this in regard to initiative as well, but I don't remember reading about needing a d10 for saving throws anywhere.

Rilak
2015-01-08, 08:57 AM
Their spell DCs go from 19 to about 10, their damage is reduced, their to-hit is negative, and any spell slots they spend are basically wasted.

I think it's an incredibly effective way to deal with Wizards. Any Intelligence-or-Charisma-based caster, really, which is most of them.

Uhm. The DC doesn't go to 10. It goes to nothing since the character can no longer cast spells, understand language, etc.
Note that all casters are affected, even Clerics and Druids.
You get a new saving throw only after 30 days... Which given your new INT score of 1 will be brutal for anyone who is not a Wizard (prof-5 vs DC19 means you would need a proficiency bonus of +4 in order to succeed on a roll of 20 if you are proficient in INT saves).

Dalebert
2015-01-08, 10:14 AM
What's this about a d10? Since when do you use d10s for saving throws? Someone mentioned this in regard to initiative as well, but I don't remember reading about needing a d10 for saving throws anywhere.

Just a typo. 10.5 is the average on a d20 so I'm sure that he meant to type that.

SharkForce
2015-01-08, 12:42 PM
Just a typo. 10.5 is the average on a d20 so I'm sure that he meant to type that.

well, close. i meant to type d20 :P

just was going to fast and didn't notice i hit the 1 instead of 2 =S

AvatarVecna
2015-01-08, 07:57 PM
If a character fails their saves, Int/Cha are changed to 1, they can't communicate, and they can't cast spells (note: this applies to divine casters, too). Bards, Druids, Warlocks, and Wizards can cast Feeblemind, while Clerics, Sorcerers, and lesser casters/mundanes can't. Compared to earlier editions, Feeblemind isn't nearly as severe a caster debuff as it was in previous editions, if only because resisting it is easier across the board. Just keep in mind that Feeblemind is, in fact, an 8th lvl spell. As an 8th lvl spell, it's only going to come up in spell duels, and even then, not very often; even the most powerful caster only gets a single 8th lvl spell per day.

That said, it's still a huge caster debuff: Druids and Wizards are the only casters naturally resistant to this spell, and even maxing out your Int save only gets you 65% chance of surviving with your casting intact. Sure, it's a pretty high chance, but the price for failing the save is devastating; either you're nothing but a burden to your party until they can reverse the spell (if you're travelling with friends), or you're just completely screwed (if you've gone solo). Even the most powerful wizard only has a 10% chance of naturally recovering after 30 days.

Now, because of the nature of this spell's effect, there are several ways of avoiding the effect. The first, and most obvious, is to simply make the save; unfortunately, a bare save has, at best, a 65% chance of success; with such harsh consequences, it's not nearly enough. Obviously, having Greater Restoration, Heal, or Wish cast on you can undo the effects, but getting them cast on you is going to be difficult if you're the party's only caster...unless you somehow have Contingency and Greater Restoration (Magical Secrets=Bards Rock!).

Alternatively, you can use spells to avoid Feeblemind's effects: Bless gives +1d4 to any saves attempted (raising your odds of making the save from 65% to 77.5%). Counterspell (3-7) lets you attempt a casting ability check against DC 18 (odds of success: 40%), while Counterspell (8-9) overcomes the effect outright; keep in mind that Feeblemind can be cast from outside the range Counterspell can cancel spells at. Going back to Contingency, using it to trigger a spell that cuts off Line of Sight might save you (since the first line of Feeblemind specifies that the spell effects someone you see within range), although your DM may have issues with the order of actions. To avoid order of action issues, just cast the vision-obscuring spell prior to Feebleminds flying.

If you're really desperate, Antimagic Field will protect you from Feeblemind (although it leaves you more open to non-magical attacks). Globe of Invulnerability (9) blocks the spell, and Foresight gives you advantage on the saving throw (without Bless, your new odds of success on the save are 87.75%).

There's probably some others, but I've got other things to spend my time obsessing over. Later!

Galen
2015-01-08, 08:03 PM
Or just be a Gnome Wizard. Not only do they get +2 Int, but also Advantage on INT saves vs. magic.

AvatarVecna
2015-01-08, 08:18 PM
Or just be a Gnome Wizard. Not only do they get +2 Int, but also Advantage on INT saves vs. magic.

Alternatively, a Gnome Bard 20 who maxes Intelligence and takes Resilient (Intelligence), then uses Magical Secrets to put Bless on the Bard spell list is even better: Int save 1d4+11 with advantage. Total odds of success is roughly 94.9%; quite good.

Suichimo
2015-01-10, 01:23 AM
It isn't like Wizards were known for bad will saves in previous editions.

obryn
2015-01-10, 11:04 AM
Wizards are proficient with Intelligence saving throws.

Wizards' primary ability score is Intelligence.

Wizards' Intelligence saving throw is very good, +11 at 20th level.

Feeblemind is an Intelligence saving throw spell.

Feeblemind, the bane of all Wizards since forever, the spell Wizards used to be given a -4 penalty to their save, the spells whose flavor text mentioned it is to be used against Wizards since forever, is now a spell Wizards are the best at saving against. Not complete immunity, but then no one had complete immunity to the spell. Finally, after all this time, Wizards no longer need fear this once formidable nemesis of a spell. They can still fail the save, but at least they can face the attack with confidence they now have a very good chance of actually beating it.
FYI, you see something similar in Iron Golems, formerly the Bane to Spellcasters Everywhere. Once, they were pretty well immune to magic. Now they have Advantage on their saves. Which doesn't go a very long way with all those save penalties they're rocking (especially the penalty to Dex saves).