Confusion
EnchantmentThis 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.
Spell Details
Player Guide
Position the spell's center to catch multiple enemies, ideally those with lower Wisdom saves. The spell's primary value comes from disrupting enemy turns for up to 1 minute, making it excellent for controlling dangerous casters or melee threats. Combine with positioning that prevents confused enemies from effectively attacking your party, and note that it affects allies too, so careful placement is critical.
Spell Combos
DM Tips
Roll randomly each turn for confused creatures' actions—this unpredictability is the spell's charm but requires careful tracking. Watch for friendly fire situations where confused allies attack each other or turn-waste through movement rather than meaningful actions.