Confusion

4th-level enchantment · D&D 5e (SRD)

2024 rules (SRD 5.2.1)

Casting Time: 1 action
Range: 90 feet
Components: V, S, M (three nut shells)
Duration: Concentration, up to 1 minute

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 at the start of each of its turns to determine its behavior for that turn, consulting the table below.

Behavior for the Turn
1The target doesn't take an action, and it uses all its movement to move. Roll 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.

2014 rules (SRD 5.1)

Casting Time: 1 action
Range: 90 feet
Components: V, S, M (three nut shells)
Duration: Concentration, up to 1 minute

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 at the start of each of its turns to determine its behavior for that turn.

Confusion Behavior
Behavior
1The creature uses all its movement to move in a random direction. To determine the direction, roll a 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.