Confusion

Source: Player’s Handbook

4th-level enchantment

Casting Time: 1 action
Range: 90 feet
Components: V, S, M (three nut shells)
Duration: Concentration, up to 1 minute

Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can’t take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below.

d10Behavior for the Turn
1The target doesn’t take an action, and it uses all its movement to move. Roll ld4 for the direction: 1, north; 2, east; 3, south; or 4, west.
2-6The creature doesn’t move or take actions this turn.
7-8The target doesn’t move, and it takes the Attack action to make one melee attack against a random creature within reach. If none are within reach, the target takes no action.
9-10The target chooses its behavior.

At the end of each of its turns, an affected target repeats the save, ending the spell on itself on a success.

Using a Higher-Level Spell Slot. The Spheres radius increases by 5 feet for each spell slot level above 4.

Classes: Bard, Druid, Sorcerer, Wizard

DoggertQBones
DoggertQBones

DoggertQBones is an avid player of games, predominately D&D! Previously a highly published author for another popular Wizards of the Coast game, Magic: the Gathering, he's been playing D&D since childhood as both player and DM!

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