|Casting Time||1 action|
|Duration||Conc., up to 1 minute|
|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.