Confusion
4th-level enchantment · 1d10 roll, average 5.5
5.5 average roll · 1–10
Roll Confusion
Press a roll button. The dice land here.
Spell details
- Level
- 4th-level
- School
- Enchantment
- Casting time
- Action
- Range
- 90 feet
- Components
- V, S, M (three nut shells)
- Duration
- Concentration, up to 1 minute
- Classes
- Bard, Druid, Sorcerer, Wizard
- Save
- Wisdom
Confusion damage by level
| Cast at | Dice | Average | Range |
|---|---|---|---|
| 4th slot | 5.5 | 1–10 |
The odds of 1d10
| Total | Chance |
|---|---|
| 3 or more | 80% |
| 6 or more | 50% |
| 8 or more | 30% |
| 9 or more | 20% |
Rules text
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 2-6 The target doesn't move or take actions. 9-10 The 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.
At higher levels. The Sphere's radius increases by 5 feet for each spell slot level above 4.
This page includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License. The averages, odds and tables are ours.