Enchantment Level 4
STANDARD
Casting Time 1 action
Range 90 feet
Components V, S, M
Duration Concentration, up to 1 minute
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.
- 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 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.
Components. Three nut shells.
Spell Variants & Exotic Components – level 4
Add-on for D&D 5e. Enhanced spell effects with exotic spell material components. The layout is made with TheHomebrewery CSS code.
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SPELL VARIANT #1
Casting Time 1 action
Range 90 feet
Components V, S, M
Duration Concentration, up to 1 minute
This spell assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled action. One target within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. Increases the DC of the saving throw by 2 points.
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 target 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 target doesn’t take an action this turn.
- 2) The target uses all its actions to take two moves in a random direction. To determine the direction, roll a d8 and assign a direction to each die face.
- 3) The target doesn’t move or take actions this turn.
- 4) The target 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 target does nothing this turn.
- 5) The target moves toward the closest creature and make a melee attack against it. If there is no creature within its reach, the target repeats point 5 until he can make at least an attack.
- 6-8) The target moves and attack the closest creature. If the attack succeeds, then the creature must make a Wisdom saving throw or be affected by the spell Confusion.
- 9) The target emits a supernatural cacophony of sounds and voices. The closest creature to the target must make a Wisdom saving throw with disadvantage or be affected by the spell Confusion.
- 10) The creature can act and move normally.
Components. Flask of Tanar’ri’s essence.