The Thieves Guild
A Collection of D&D 5e Resources
Spells & Rituals

Confusion

Level 4 •
Enchantment

Casting Time: 1 action
Range: 90 ft (10 ft
)
Components: V, S, M
Duration: Concentration
, up to 1 minute
Save: Wisdom
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.
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 level above 4th.
Material Component: three nut shells
Verbal Component: Turbationem Generata
Verbal Component (Alternative): By this hex your mind I bemuse, trapped in a mist, your mind I confuse.

Classes: Bard, Druid, Sorcerer, Wizard, Rogue

Domain: Knowledge, Madness, Trickery

Tags: Charm

Source: Player's Handbook [5th Edition] (page 224)

View Confusion Spell Card (New Window? )

Return to Previous Page


ADVERTISING - PLEASE SUPPORT THIS SITE
ADVERTISING - PLEASE SUPPORT THIS SITE

Shop D&D Goodies

ADVERTISING - PLEASE SUPPORT THIS SITE
Visit the Thieves Guild for more Resources
www.thievesguild.cc