level 4 - Enchantment
Casting Time: 1 action
Range: 90 ft.
Target: Each created within 10-ft. sphere
Components: V, S, M (Three walnut shells)
Duration: Up to 1 minute
Saving Throw: Wisdom Negates
Concentration: Yes
Caster assaults and twists creatures' minds, spawning delusions and provoking uncontrolled actions.

Each creature in a 10-foot-radius sphere centered on a point of the caster within range must succeed on a Wisdom saving throw at disadvantage, 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.

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 its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

When cast using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot above 4th.

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