Target creature must make a DC 17 CON Save or be stunned for 1 round. When they come to, they will forget the last 10 minutes, replacing the memories with anything they are told while stunned.
Administering additional doses while they are stunned extends the stun to 1 minute, and will increase their forgetfulness to 1 hour, then 8 hours, then 24 hours, then a full week.
However, the creature must make a DC 10 INT save after each additional dose or suffer the effects of Feeblemind.
As an action, drink half of this potion. You will then be able to read the thoughts of any other creature that also drinks from this vial (or has it otherwise applied) within 1 minute, for 1 hour or until this potion ends.
You initially learn the surface thoughts of the creature, but as an action, you can attempt to probe deeper into the creature's mind, forcing it to make a DC 17 WIS save. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends.
If their intitial WIS save beat at least a DC 12, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check, ending the spell on success.