Confusion
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 dice:1d10|noform|noparens|avg (1d10) at the start of each of its turns to determine its behavior for that turn, consulting the table below.
dice: [](confusion-xphb.md#^1-behavior-for-the-turn)
| dice: 1d10 | Behavior for the Turn |
|---|---|
| 1 | The target doesn’t take an action, and it uses all its movement to move. Roll dice:1d4|noform|noparens|avg (1d4) for the direction: 1, north; 2, east; 3, south; or 4, west. |
| 2-6 | The target doesn’t move or take actions. |
| 7-8 | The 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. |
| 9-10 | The target chooses its behavior. |
| ^1-behavior-for-the-turn |
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 Sphere’s radius increases by 5 feet for each spell slot level above 4.
Classes: Bard; Cleric (Knowledge Domain); Cleric (Trickery Domain); Druid (Circle of Spores); Druid; Fighter (Eldritch Knight); Paladin (Oathbreaker); Rogue (Arcane Trickster); Sorcerer; Warlock (Great Old One Patron); Wizard
Source: Player’s Handbook (2024) p. 253. Available in the SRD and the Free Rules (2024)