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: 1d10Behavior for the Turn
1The 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.
2-6The target doesn’t move or take actions.
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.
^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)