Spells & Rituals
Confusion
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.
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.
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)
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