Confusion

This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10 foot radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.

An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

| d10 | Behavior |

|---|---|

| 1 | The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn. |

| 2-6 | The creature doesn’t move or take actions this turn. |

| 7-8 | The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. |

| 9-10 | The creature can act and move normally. |

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

Classes


slugconfusion

higher_levelWhen you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.

pagephb 224

range90 feet

target_range_sort90

componentsV, S, M

requires_verbal_componentsYes

requires_somatic_componentsYes

requires_material_componentsYes

materialThree walnut shells.

can_be_cast_as_ritualNo

durationUp to 1 minute

requires_concentrationYes

casting_time1 action

level_int4

spell_level4

schoolEnchantment

dnd_classBard, Cleric, Druid, Sorcerer, Wizard

archetypeCleric: Knowledge

circles

document__slugwotc-srd

document__title5e Core Rules

document__license_urlhttp://open5e.com/legal

document__urlhttp://dnd.wizards.com/articles/features/systems-reference-document-srd