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.