25 lines
1.5 KiB
Markdown
25 lines
1.5 KiB
Markdown
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# Confusion
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- **Level**: 4 Enchantment
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- **Classes**: Bard, Cleric, Druid, Sorcerer, Wizard
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- **Casting Time**: 1 action
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- **Range**: 90 feet
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- **Components**: V, S, M (Three walnut shells.)
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- **Duration**: Concentration, up to 1 minute
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- **Source**: 5.1 SRD (D&D 2014)
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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.
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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.
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| d10 | Behavior |
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|---|---|
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| 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. |
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| 2-6 | The creature doesn’t move or take actions this turn. |
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| 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. |
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| 9-10 | The creature can act and move normally. |
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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.
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**Using a Higher-Level Spell Slot.** 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.
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