Feeblemind
The target creature's Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charisma-based skills or cast spells. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal or break enchantment spell is used to cancel the effect of the feeblemind. A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a –4 penalty on its saving throw.