Casting Time: 1 action
Range: 90 ft (10 ft
)
Components: V, S, M
Duration: Concentration
, up to 1 minute
Save: Wisdom
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.
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.
The Sphere's radius increases by 5 feet for each spell slot level above 4.
Material Component:
three nut shells
Verbal Component:
Turbationem Generata
Verbal Component (Alternative):
By this hex your mind I bemuse, trapped in a mist, your mind I confuse.
Classes: Bard, Druid, Sorcerer, Wizard, Rogue
Domain: Knowledge, Madness, Trickery
Tags: Charm, Control
Source: Player's Handbook (2024) (page 253)
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Other Planes and Effects
Below is information about this spell as it relates to other planes and area of effects (i.e. underwater). Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to handle spell effects.
Underwater - Verbal Component
Official rules have been verified by Jeremy Crawford - "No rule prohibits verbal components from working underwater. Keep in mind that if you're talking, you're not holding your breath." Hence, while submerged underwater and holding its breath, a creature can cast a spell that requires a verbal component. After casting the spell, if the creature can't breathe underwater, it immediately runs out of breath. The creature can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round).