Last Updated on November 30, 2022
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.
When 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.
Confusion 5e Stats
- Range: 90 feet
- Components: V, S, M
- Material: Three walnut shells.
- Duration: Up to 1 minute
- Concentration: true
- Casting Time: 1 action
- Level: 4
- Area of Effect: 10, sphere
- School: Enchantment
- Classes: Bard, Druid, Sorcerer, Wizard