Confusion

Confusion is a 4th-level enchantment spell that bards, druids, sorcerers and wizards can learn.

SRD 5.1 (2014)

Confusion

Level
4
School
enchantment
Casting
an action
Range
90 feet
Components
V, S, M (three nut shells)
Area
a 10-foot-radius sphere
Save
a Wisdom save
Condition
confused, a save at the end of each turn to end it
Lasts
1 minute
Concentration
yes
Classes
Bard, Druid, Sorcerer, Wizard

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.

d10Behavior
1The 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.
2–6The creature doesn’t move or take actions this turn.
7–8The 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.
9–10The 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.

SRD 5.2.1 (2024)

Confusion

Level
4
School
enchantment
Casting
an action
Range
90 feet
Components
V, S, M (three nut shells)
Area
a 10-foot-radius sphere
Save
a Wisdom save
Condition
confused, a save at the end of each turn to end it
Lasts
1 minute
Concentration
yes
Classes
Bard, Druid, Sorcerer, Wizard

Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can’t take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below.

1d10Behavior for the Turn
1The target doesn’t take an action, and it uses all its movement to move. Roll 1d4 for the direction: 1, north; 2, east; 3, south; or 4, west.
2–6The target doesn’t move or take actions.
7–8The target doesn’t move, and it takes the Attack action to make one melee attack against a random creature within reach. If none are within reach, the target takes no action.
9–10The target chooses its behavior.

At the end of each of its turns, an affected target repeats the save, ending the spell on itself on a success.

Using a Higher-Level Spell Slot. The Sphere’s radius increases by 5 feet for each spell slot level above 4.

Cast Confusion in Kith Moot. A 5e RPG in your browser with an AI game master. Free to start.

Cast Confusion in Kith Moot