Confusion
- Level: 4
- School: Enchantment
- Class: Bard, Druid, Sorcerer, Wizard
- Casting Time: 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 1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below.
1d10 Behavior for the Turn |-|-| |1 |The target doesn't take an action, and it uses all its movement to move. Roll 1d4 for the direction: 1, north; 2, east; 3, south; or 4, west.| |2-6 |The target doesn't move or take actions.| |7-8 |The 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.| |9-10 |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.
Using a Higher-Level Spell Slot. The sphere's radius increases by 5 feet for each spell slot level above 4.
Tactical Usage
Chaos Control: Confusion creates battlefield chaos by making enemies unpredictable and removing their ability to coordinate. This 4th-level enchantment spell excels at disrupting enemy formations and neutralizing multiple threats simultaneously.
Optimal Timing: Most effective against clustered enemies or when facing coordinated group tactics. The random behavior table creates opportunities for allies to exploit.
Resource Management: Uses a 4th-level spell slot - available from character level 7+. Concentration requirement demands protection but provides ongoing battlefield disruption.
Target Selection: Focus on areas with multiple enemies, especially spellcasters and coordinated fighters who rely on precise timing and positioning.
Spell Combinations
Synergistic Spells:
- Area Control: Combine with difficult terrain or hazards for confused movement consequences
- Positioning Spells: Use misty step to optimize sphere placement
- Protection Spells: Shield and other defenses while maintaining concentration
Class Feature Interactions:
- Metamagic (Heightened): Force failed saves on priority targets
- Wild Shape: Druids can maintain concentration while in animal form
- Counterspell: Protect against enemy dispelling of the confusion
Multi-Caster Coordination: Multiple confusion effects can create widespread battlefield chaos, though they don't stack on the same targets.
Material Component Details
Component Acquisition: Three nut shells - easily obtained from any food source, kitchen, or natural environment.
Component Handling: Lightweight components that are easy to maintain. Consider keeping extras since they're consumed or might be lost.
Roleplay Opportunities: Different nut types might reflect character origins or magical traditions (walnuts, acorns, hazelnuts).
Economic Considerations: Minimal cost makes this spell economically viable for regular use without component concerns.
Creator Notes
Encounter Balancing: Creates significant unpredictability that can favor either side. Consider how random behavior affects encounter difficulty calculations.
NPC Usage: Enemy spellcasters can use this to neutralize coordinated party tactics, especially against groups that rely on formation fighting.
Environmental Considerations: Hazardous terrain amplifies the danger of random movement. Open areas reduce collision risks.
Campaign Integration: Excellent for chaotic encounters, cult rituals, or any situation where madness and unpredictability enhance the narrative.
Environmental Interactions
Terrain Effects: Cliffs, water, and hazards make random movement extremely dangerous. Indoor environments limit movement consequences.
Weather Influence: Slippery or difficult terrain conditions amplify the dangers of confused movement.
Structural Interactions: Walls and barriers affect random movement options. Tight spaces increase chances of confused attacks on nearby creatures.
Elemental Interactions: Confusion in areas with elemental hazards (lava, acid) dramatically increases danger to affected creatures.
Common Rulings & Clarifications
Timing Questions: Behavior determined at start of each turn. Targets get saves at end of each turn to potentially end the effect.
Target Limitations: Initial Wisdom save determines if affected. No Bonus Actions or Reactions while confused, regardless of behavior roll.
Duration Interactions: Concentration up to 1 minute. Each target saves independently and can end the effect on themselves.
Mechanical Interactions: Behavior table results are mandatory except for 9-10 result. Random attack targets must be within reach.
Alternative Applications
Non-Combat Uses: Create diversions during stealth operations, though unpredictable behavior might escalate situations unexpectedly.
Social Encounters: Disrupt enemy negotiations or coordinated activities, though the chaotic effects typically escalate conflicts.
Exploration Applications: Temporarily neutralize groups of guards or enemies without directly harming them (though random attacks still occur).
Utility Functions: Break up riots or crowds, though the unpredictable nature makes this extremely risky for bystanders.
Related Spells
Same School: Other enchantment spells like hold person (2nd level paralysis), charm person (1st level influence), dominate person (5th level control).
Similar Effects: sleep (1st level unconsciousness), hypnotic pattern (3rd level incapacitation), feeblemind (8th level intelligence reduction).
Progression Options: charm person (1st level basic mind control), hold person (2nd level paralysis), dominate person (5th level complete control).
Complementary Magic: counterspell (protect concentration), misty step (positioning), shield (personal defense).
Scaling Analysis
Level Progression: Solid battlefield control that remains effective throughout mid-to-high level play due to its unique chaos mechanics.
Upcast Benefits: Larger radius affects more targets, making higher-level casting valuable for crowd control situations.
Campaign Phases: Peak effectiveness in mid-level play (7-12) where the unpredictability significantly affects tactical combat.
Comparative Value: Unique crowd control option that provides different tactical value compared to other 4th-level control spells.
Narrative Flavor
Casting Description: Nut shells crack and swirl as chaotic mental energy radiates outward, scrambling thoughts and overwhelming rational decision-making.
Effect Manifestation: Affected creatures display visible confusion - vacant stares, erratic movements, and contradictory actions as their minds struggle against magical chaos.
Personal Style: Enchanters might create swirling thought patterns, while druids manifest natural confusion, and bards use discordant mental melodies.
World Integration: Represents intermediate mind magic that induces temporary madness, often associated with chaos magic, psychological warfare, or tests of mental fortitude.