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D&D 5th Edition

Compendium

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Confusion

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This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled Actions. 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.

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 its turns, an affected target can make a Wisdom saving throw. If it succeeds, this Effect ends for that target.

At Higher Levels: 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 above 4th.

Attributes

Casting Time
1 action
Classes
Bard, Druid, Sorcerer, Wizard
Components
V S M
Concentration
Yes
Duration
Up to 1 minute
Higher Spell Slot Desc
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 above 4th.
Level
4
Material
Three nut shells
Name
Confusion
Range
90 feet
School
Enchantment
Target
Each creature in a 10-foot-radius sphere centered on a point you choose within range
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