Feeblemind
Feeblemind
You blast the target’s mind, attempting to crush its intellect and sense of self. The target takes 4d6 psychic damage.
On a failed save, until the spell ends the creature’s Intelligence and Charisma scores are both reduced to 1. The creature can’t cast spells, activate magic items, understand language, or communicate in any intelligible way, but it is still able to recognize, follow, and even protect its allies.
Finger of Death
Finger of Death
Negative energy wracks the target and deals 7d8 + 30 necrotic damage.
Flesh to Stone
Flesh to Stone
The target becomes
Flex
Flex
You bestow a glamor upon a creature that highlights its physique to show a stunning idealized form. For the spell’s duration, the target adds both its Strength modifier and Charisma modifier to any Charisma checks it makes.
Fly
Fly
The target gains a flying speed of 60 feet. When the spell ends, the target falls if it is off the ground.
Forcecage
Forcecage
An opaque cube of banded force surrounds the area, preventing any matter or spells from passing through it, though creatures can breathe inside it.
Force Punch
Force Punch
Make a
Foresight
Foresight
You impart the ability to see flashes of the immediate future.
Friends
Friends
Once before the start of your next turn, when you make a Charisma ability check against the target, you gain an expertise die. If you roll a 1 on the ability or skill check, the target realizes its judgment was influenced by magic and may become hostile.
Gaseous Form
Gaseous Form
The target, along with anything it’s wearing and carrying, becomes a hovering, wispy cloud. In this form, it can’t attack, use or drop objects, talk, or cast spells.