Bard Magic • Spell Reference

Confusion Spell

Arcane Disorder and Unpredictable Actions

A spellcaster raises both hands as violet spirals surround three disoriented armoured warriors.
Arcane confusion breaks a group of armed warriors into unpredictable, conflicting actions.

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 at a Glance

Bard accessLevel 4 in 2024 and 2014; level 3 in Pathfinder 1e and D&D 3.5e.
RoleDisrupt a group with random, edition-specific behaviour.
ResistanceWisdom in modern D&D; Will with Spell Resistance in legacy versions.
Area10-foot-radius sphere in modern D&D; 15-foot-radius burst in legacy versions.
DurationConcentration, up to 1 minute in modern D&D; 1 round/level in legacy versions.

Spell Rules by Edition

Confusion — 5.5e / 2024

Level4th
SchoolEnchantment
ClassesBard, Druid, Sorcerer, Wizard
Casting TimeAction
Range90 feet
Area10-foot-radius Sphere
ComponentsV, S, M (three nut shells)
DurationConcentration, up to 1 minute
Saving ThrowWisdom

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.

Rules source: System Reference Document 5.2.1.

Confusion — 5e / 2014

Rules source: System Reference Document 5.1.

Level & school4th-level Enchantment
ClassesBard, Druid, Sorcerer, Wizard
Casting time1 action
Range90 feet
Area10-foot-radius sphere
ComponentsV, S, M (three nut shells)
DurationConcentration, up to 1 minute
Saving throwWisdom

When the spell is cast, each creature in the sphere makes a Wisdom saving throw. A failed save subjects it to the spell’s unpredictable behaviour for the duration.

An affected target cannot take reactions and rolls 1d10 at the start of each of its turns to determine its behaviour for that turn.

1Use all movement to move in a random direction; roll 1d8 and assign a direction to each face. Take no action this turn.
2–6Do not move or take actions this turn.
7–8Use the action to make one melee attack against a randomly determined creature within reach. If there is none, do nothing this turn.
9–10Act and move normally.

At the end of each of its turns, an affected target can make another Wisdom saving throw, ending the effect on itself if it succeeds.

Higher-Level Spell Slots

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

This edition does not state the 2024 blanket prohibition on Bonus Actions. Apply the 2014 general bonus-action rules and the behaviour rolled for that turn. Its random-direction result uses 1d8 rather than 2024’s four cardinal directions.

Confusion — Pathfinder 1e

SchoolEnchantment (Compulsion)
DescriptorMind-Affecting
ClassesBard 3, Sorcerer 4, Witch 4, Arcanist 4, Bloodrager 4, Mesmerist 3, Occultist 4, Psychic 4, Sahir-Afiyun 4, Skald 3, Spiritualist 4, Wizard 4
Casting Time1 standard action
ComponentsV, S, M/DF (three nutshells)
RangeMedium (100 ft. + 10 ft./level)
TargetsAll creatures in a 15-ft.-radius burst
Duration1 round/level
Saving ThrowWill negates
Spell ResistanceYes

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.

Attackers gain no special advantage merely because a creature is confused.

Rules source: Archives of Nethys — Confusion and Mythic Confusion.

Confusion — D&D 3.5e

SchoolEnchantment (Compulsion)
DescriptorMind-Affecting
ClassesBard 3, Sorcerer 4, Wizard 4, Trickery domain 4
Casting Time1 standard action
ComponentsV, S, M/DF
RangeMedium (100 ft. + 10 ft./level)
TargetsAll creatures in a 15-ft.-radius burst
Duration1 round/level
Saving ThrowWill negates
Spell ResistanceYes

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.

Attackers gain no special advantage merely because a creature is confused.

Rules source: Revised System Reference Document — Confusion.

What Changes by Edition?

Bard levelLevel 4 in modern D&D; level 3 in Pathfinder 1e and D&D 3.5e.
2024Every affected target loses Bonus Actions and Reactions, even on a 9–10 result. A roll of 1 uses one of four cardinal directions; 7–8 expressly permits no movement.
2014No reactions; apply its own behaviour table and general bonus-action rules. The random-direction roll uses 1d8. A target can repeat its Wisdom save at each turn’s end.
Pathfinder 1eThe percentile table includes normal action, babbling, self-damage and attacking the nearest creature. Mythic Confusion has a separate replacement table.
D&D 3.5eThe percentile table includes attacking or approaching the caster, normal action, babbling, fleeing the caster and attacking the nearest creature.
Legacy retaliationAn attacked confused creature attacks its attacker next turn if still affected. The modern spell has no automatic-retaliation clause.

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

SRD 5.1 supplies the 2014 panel.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.

This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.

The Pathfinder and 3.5 spell mechanics and their tables are Open Game Content under the Open Game License v1.0a. Artwork and original setting prose are excluded from that designation.

Open Game License v1.0a and copyright notices

Permission to copy, modify and distribute the files collectively known as the System Reference Document (“SRD”) is granted solely through the use of the Open Gaming License, Version 1.0a.

This material is being released using the Open Gaming License Version 1.0a and you should read and understand the terms of that license before using this material.

The text of the Open Gaming License itself is not Open Game Content. Instructions on using the License are provided within the License itself.

The following items are designated Product Identity, as defined in Section 1(e) of the Open Game License Version 1.0a, and are subject to the conditions set forth in Section 7 of the OGL, and are not Open Content: Dungeons & Dragons, D&D, Player’s Handbook, Dungeon Master, Monster Manual, d20 System, Wizards of the Coast, d20 (when used as a trademark), Forgotten Realms, Faerûn, proper names (including those used in the names of spells or items), places, Red Wizard of Thay, the City of Union, Heroic Domains of Ysgard, Ever-Changing Chaos of Limbo, Windswept Depths of Pandemonium, Infinite Layers of the Abyss, Tarterian Depths of Carceri, Gray Waste of Hades, Bleak Eternity of Gehenna, Nine Hells of Baator, Infernal Battlefield of Acheron, Clockwork Nirvana of Mechanus, Peaceable Kingdoms of Arcadia, Seven Mounting Heavens of Celestia, Twin Paradises of Bytopia, Blessed Fields of Elysium, Wilderness of the Beastlands, Olympian Glades of Arborea, Concordant Domain of the Outlands, Sigil, Lady of Pain, Book of Exalted Deeds, Book of Vile Darkness, beholder, gauth, carrion crawler, tanar’ri, baatezu, displacer beast, githyanki, githzerai, mind flayer, illithid, umber hulk, yuan-ti.

All of the rest of the SRD is Open Game Content as described in Section 1(d) of the License.

More information on the Open Game License can be found at www.wizards.com/d20.

The terms of the Open Gaming License Version 1.0a are as follows:

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15. COPYRIGHT NOTICE

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Publishing, LLC; Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and Ray Vallese. END OF LICENSE

Keep this reference growing

If this page helped with your reading or game, you can support its upkeep or explore the curated books.

Buy the creator a coffee

Explore the Bookshop — epics, classics and stories behind imagined worlds.

Scroll to Top