Level 4 Enchantment
Magic School
Casting Time
1 action
V, S, M
90 ft (10 ft sphere)
Up to 1 minute
This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10'-radius sphere centered on a point you choose within range must succeed on a Wis saving throw or be affected by it. Every turn the creature can attempt a save. If successful, the effect ends for that target.

An affected target must roll a d10 at the start of each of its turns to determine its behavior: (1) The creature uses all its movement to move in a random direction. (2-6) The creature doesn't do anything this turn.(7-8) The creature makes a melee attack against a random creature within reach. If no creature is within reach, the creature does nothing. (9-10) The creature can act/move normally.
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.
Verbal Components
Material Component: three nut shells
Verbal Components
Verbal Component: Turbationem Generata
Verbal Components
Verbal Component (Alternative): By this hex your mind I bemuse, trapped in a mist, your mind I confuse.
Bard, Druid, Sorcerer, Wizard, Rogue