This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled actions
. 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
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
2-6: The creature doesn't move or take ACTIONS
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 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 above 4th.