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4th-level enchantment
Casting Time 1 action
Duration Conc., up to 1 minute
Range 90 feet
Components V S M (3 nut shells)

Each creature in a 10-foot-radius sphere centered on a point you choose must succeed on a Wisdom save. On success, nothing happens. On failure, an affected target can't take reactions and must roll a d10 at the start of each of its turns. This determines its action that turn. At the end its turns, it can make a Wisdom save. If it succeeds, the spell ends for it.

1 Takes no action and uses all movement to go in a random direction. Assign a direction to each number of a d8 and roll it-- this determines the direction.
2-6 Doesn't move or take actions.
7/8 Makes a melee attack against a random creature in reach. If there's none, it does nothing.
9/10 Can act and move normally.

At Higher Levels: The radius of the sphere increases by 5 feet for each slot level above 4th.