Difference between revisions of "Confusion (spell)"
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Allies of the caster inside the area of effect at the discharge of the spell must make like save or be affected. | Allies of the caster inside the area of effect at the discharge of the spell must make like save or be affected. | ||
− | [[Category: Druidical Spells]][Category: Illusionary Spells]] | + | [[Category: Druidical Spells]][[Category: Illusionary Spells]] |
Revision as of 19:54, 16 June 2022
Confusion causes all creatures of intelligence within the affected area to become agitated and aggressive, so that they will begin to strike and attack anything within reach. Creatures affected will make no distinction between friend or foe, family or status, but will attack purely upon the basis of proximity and random chance.
Range | 60 ft. |
Duration | 2 +1 round per level |
Area of Effect | 60 ft. circle |
Casting Time | 2 rounds |
Saving Throw | negates |
Level | druid (7th), illusionist (4th) |
Affected creatures will not think to pull weapons or find them, but will only use what may be in their hands already to attack one another. Thus, creatures with weapons drawn will use those weapons, but all other creatures will use only their hands and bodies in attempting to cause harm.
Those who successfully save may attempt to strike their allies unconscious (or even kill them) if forced to do so, but regardless of morale, those who are able will most likely attempt to escape rather than fight.
Note that those affected include only those inside the area of effect—but once affected, they may move freely in any direction for the duration of the spell. If no foe is immediately available, they will move with all speed to the nearest random foe who happens to be in their gaze (typically, roll for those within a 60º angle of sight; if no one is there, roll to see if the creature turns left or right, then have them attack the first creature that appears at the next nearest point of the compass in that direction).
Once the spell is spent, creatures that have caused harm to others will have no memory of having done so. While they will defend themselves, they will generally be too disoriented to stage an aggressive attack for 4-10 rounds—unless specifically urged to do so by a strong leader or through the use of a tribal standard or similar motivation.
Allies of the caster inside the area of effect at the discharge of the spell must make like save or be affected.