SRD5:Confusion: Difference between revisions
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'''{{ | '''Confusion''' is a {{srd5lc|Spell}} in [[5e|5th edition]]. | ||
{{5e Spell | {{5e Spell | ||
|name=Confusion <!-- name of spell--> | |name=Confusion <!-- name of spell--> | ||
|refs={{SRD5ref}} <ref>casters list (Arcane Trickster) — {{Cite Pub|Player's Handbook (5e)|pages=98}}</ref> | |||
|level=4 <!-- level of spell, 0-9. please use 0 for cantrips. --> | |level=4 <!-- level of spell, 0-9. please use 0 for cantrips. --> | ||
|school=Enchantment <!-- spell school name only; ex: Transmutation --> | |school=Enchantment <!-- spell school name only; ex: Transmutation --> | ||
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|summary= <!-- summary for nav pages --> | |summary= <!-- summary for nav pages --> | ||
|fluff= <!-- not used--> | |fluff= <!-- not used--> | ||
|rules=This spell assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled action. Each | |rules=This spell assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled action. Each {{srd5lc|Creature}} in a 10-foot-radius {{srd5lc|Sphere}} centered on a point you choose within range must succeed on a {{SRD5|Wisdom}} {{srd5lc|Saving Throw}} when you cast this spell or be affected by it. | ||
An affected target can’t take {{srd5lc|Reaction}}s and must roll a d10 at the start of each of its {{srd5lc|Turn}}s to determine its behavior for that turn. | An affected target can’t take {{srd5lc|Reaction}}s and must roll a d10 at the start of each of its {{srd5lc|Turn}}s to determine its behavior for that turn. | ||
{{{!}}class="zebra" | {{{!}}class="zebra small" | ||
!d10 | !d10 | ||
!Behavior | !Behavior | ||
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==Sources== | ==Sources and Notes== | ||
<references /> | |||
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Latest revision as of 18:27, 19 September 2021
Confusion is a spell in 5th edition.
5e Spell
Confusion [SRD5 OGL/CC-BY] [1] [2]
4th-level enchantment
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (three nut shells)
Duration: Concentration, up to 1 minute
Scales: Yes
Casters: Arcane Trickster, 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.
| 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.
Sources and Notes
- Wizards RPG Team. SRD-OGL v5.1 (5e) (2015.05.06). Wizards of the Coast. Licensed: OGL & CC-BY. ↑
- casters list (Arcane Trickster) — Wizards RPG Team. Player's Handbook (5e) (5e) (2014-08-19). Wizards of the Coast. ISBN 9780786965601. p. 98. ↑
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