Confusion spell icon: a question mark in a swirl
Icon by Lorc, CC BY 3.0

Confusion 5e spell

4th-level enchantment (concentration) · 2024 version below

Casting time
1 action
Range
90 feet
Components
V, S, M (Three nut shells)
Duration
Concentration, Up to 1 minute
School
Enchantment
Level
4
Saving throw
Wisdom

This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell 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.

d10Behavior
1The 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.
2-6The creature doesn't move or take actions this turn.
7-8The 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.
9-10The creature can act and move normally.

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

At higher levels

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

Classes that can cast Confusion

ClassFirst availableSpellcasting ability
Bard spells7th character levelCharisma
Druid spells7th character levelWisdom
Sorcerer spells7th character levelCharisma
Wizard spells7th character levelIntelligence

Confusion in the 2024 rules

The 2024 Player’s Handbook revised many spells, and the SRD 5.2 carries the new text. What changed from the 2014 version above:

Same level, casting time, range, components, duration and dice; the text is reworded for the 2024 rules glossary.

Casting time
Action
Range
90 feet
Components
V, S, M (three nut shells)
Duration
Concentration, up to 1 minute
School
Enchantment
Level
4
Classes
Bard, Druid, Sorcerer, Wizard
Tags
concentration

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.

1d10Behavior for the Turn
1The 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.
2–6The target doesn't move or take actions.
7–8The 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.
9–10The 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.

2024 version from the SRD 5.2. Most tables settle on one edition, so check which one yours uses.

Other 4th-level enchantment spells

Browse: all 4th-level spells · enchantment spells · concentration spells