Confusion Spell — D&D 5.5e, Pathfinder 1e & D&D 3.5e

The Confusion Spell destroys coordinated action. Creatures stop, wander, lash out unpredictably or turn on whoever happens to be nearest, making an organised group suddenly unreliable.

It is most effective when enemies depend on formation, mutual protection or a carefully planned sequence of actions.

Confusion Spell — arcane disorder causes warriors to lose control of their actions.
Arcane confusion breaks a group of armed warriors into unpredictable, conflicting actions.

Confusion Spell Mechanics

Confusion — D&D 5.5e / 2024

Level 4th
School Enchantment
Classes Bard, Druid, Sorcerer
Casting Time Action
Range 90 feet
Area 10-foot-radius Sphere
Components V, S, M (three nut shells)
Duration Concentration, up to 1 minute
Saving Throw Wisdom

Each creature in a 10-foot-radius Sphere centred on a point within range makes a Wisdom saving throw.

On a failed save, the target cannot take Bonus Actions or Reactions and rolls 1d10 at the start of each of its turns to determine its behaviour.

1d10 Behaviour for the Turn
1 The target takes no action and uses all its movement to move in a randomly determined cardinal direction. Roll 1d4: north, east, south or west.
2–6 The target does not move or take actions.
7–8 The target does not move and takes the Attack action to make one melee attack against a random creature within reach. If no creature is within reach, it takes no action.
9–10 The target chooses its behaviour normally.

At the end of each of its turns, an affected target repeats the Wisdom saving throw. A successful save ends the spell on that creature.

Higher-Level Spell Slots

The Sphere’s radius increases by 5 feet for each spell slot level above 4.

Confusion — Pathfinder 1e

School Enchantment (Compulsion)
Descriptor Mind-Affecting
Casting Time 1 standard action
Components V, S, M/DF (three nutshells)
Range Medium (100 ft. + 10 ft./level)
Targets All creatures in a 15-ft.-radius burst
Duration 1 round/level
Saving Throw Will negates
Spell Resistance Yes

A creature that fails its Will save becomes Confused for the duration. Roll d% at the start of each affected creature’s turn.

d% Behaviour
01–25 Act normally.
26–50 Do nothing but babble incoherently.
51–75 Deal 1d8 damage + Strength modifier to itself with an item in hand.
76–100 Attack the nearest creature; a familiar counts as part of the subject’s self for this purpose.

If the creature cannot perform the rolled action, it does nothing but babble incoherently.

A confused creature that is attacked automatically attacks its attacker on its next turn if it is still confused. It does not make attacks of opportunity against creatures it is not already devoted to attacking.

Mythic Confusion

The mythic version replaces the normal behaviour table:

d% Mythic Behaviour
01–25 Act normally, but take a –2 penalty on attack rolls, skill checks and ability checks until the next turn.
26–50 Babble incoherently and take a –4 penalty to AC until the next turn.
51–75 Deal 2d8 damage + Strength modifier to itself with an item in hand.
76–100 Attack the nearest ally; a familiar counts as an ally.

Augmented: expend two uses of mythic power when casting the spell to force one affected creature per round to roll twice on the mythic table and use the higher result.

Confusion — D&D 3.5e

School Enchantment (Compulsion)
Descriptor Mind-Affecting
Classes Bard 3, Sorcerer 4
Casting Time 1 standard action
Components V, S, M/DF
Range Medium (100 ft. + 10 ft./level)
Targets All creatures in a 15-ft.-radius burst
Duration 1 round/level
Saving Throw Will negates
Spell Resistance Yes

A creature that fails its Will save has its actions determined randomly at the beginning of each of its turns.

d% Behaviour
01–10 Attack the caster with melee or ranged weapons, or move toward the caster if an attack is not possible.
11–20 Act normally.
21–50 Do nothing but babble incoherently.
51–70 Flee away from the caster at the highest possible speed.
71–100 Attack the nearest creature; a familiar counts as part of the subject’s self for this purpose.

If the indicated action cannot be carried out, the creature does nothing but babble incoherently.

A creature that is attacked automatically attacks its attacker on its next turn if the spell is still affecting it. It does not make attacks of opportunity against creatures it is not already devoted to attacking.

Arcane material component: a set of three nut shells.

Using Confusion in Play

The spell is strongest against groups whose effectiveness depends on cooperation. Bodyguards cease protecting their principal, creatures holding a narrow line may fail to act, and nearby enemies can suddenly become threats to one another.

It is less predictable than direct control. A fortunate target may act normally, while another may lose its entire turn or attack someone nearby. Cast it when disorder itself is valuable rather than when one precise outcome is essential.

Position also matters. In the modern spell, placing the Sphere where several opponents are packed together increases the chance that the random melee-attack result has a valid target. In the older editions, tightly grouped enemies likewise give randomly aggressive creatures more possible victims.

Confusion Spell Rulings

Does D&D 5.5e Confusion apply the Confused condition?

No. The modern spell gives its own specific restrictions and behaviour table. It does not tell the target to gain a separately defined Confused condition.

Can a 5.5e target use a Bonus Action or Reaction?

No. A creature that fails the initial Wisdom save cannot take Bonus Actions or Reactions while affected.

Can a 5.5e creature escape before Concentration ends?

Yes. Each affected target repeats the Wisdom saving throw at the end of each of its turns. Success ends the spell for that creature.

Does an affected creature always attack its allies?

No. Every edition uses a random behaviour table, and several results involve doing nothing or acting normally. The spell creates unreliable behaviour rather than guaranteed betrayal.

Does attacking a confused creature change what it does?

In Pathfinder 1e and D&D 3.5e, yes. A creature that is attacked automatically attacks its attacker on its next turn if it is still under the spell.

The modern spell has no equivalent automatic retaliation rule.

Confusion Magic in 1454

On a battlefield, sudden irrational behaviour can be more destructive than casualties. A formation depends on soldiers recognising orders, maintaining position and knowing who stands beside them. This magic attacks all three.

In a gatehouse, shipboard fight or narrow urban street, a few affected combatants can obstruct their own allies even when they never land a blow. Mercenary captains and household guards therefore treat mind-altering casters as threats to command itself, not merely as another source of battlefield damage.

Learned magical natural philosophers use the spell when debating the relationship between intention and action. A victim may remain physically capable and apparently conscious while losing reliable command of what they do next—a disturbing demonstration that the will and the body are not always the same thing.

Related Spells

Sources & Licensing

D&D 5.5e mechanics use material from System Reference Document 5.2.1 by Wizards of the Coast LLC, licensed under the Creative Commons Attribution 4.0 International License.

Pathfinder First Edition and D&D 3.5e rules material is Open Game Content used under the Open Game License v1.0a.

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