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.
RollQuest summary At Higher Levels. The sphere's radius increases by 5 feet for each slot level above 4th.
SRD 5.1, p.127 · CC BY 4.0
Try this spell in RollQuest
Cast Confusion on a real battle map. Pick a caster and a target and RollQuest plays the effect for everyone at the table. Free to start.
Make a caster for Confusion in our free DnD character creator
The builder walks you through class, species, ability scores and spells, then you cast Confusion straight from the sheet. RollQuest rolls the dice with your spellcasting modifier, posts the total in chat for the table and keeps count of your spell slots. Try the DnD character creator, for 5e and 5.5e.