Causes the enemy to take random actions.
Original D&D[]
Confusion[]
This spell appeared in Men & Magic as a Magic-User spell. It also appears in The Strategic Review 1-4 as an Illusionist spell. In Supplement 3: Eldritch Wizardry, it was extended to druids as well. Dragon Magazine #12 preserved this spell on the Illusionist list, though at a lower level.
- Spell Level: 3 (illusionist) or 4 (magic-user, illusionist) or 7 (druid)
- Range 12"
- Duration: 12 turns
Creatures who become confused will act as dictated on the roll of 2d6: they'll attack the magic-user's party (2-5), stand around doing nothing (6-8), or attack their own party (9-12). Re-roll this each turn. The spell can affect 2d6 creatures, +1 creature per level of the caster above 8. Creatures with two or fewer HD are instantly affected; creatures with more HD may have a delay: roll 1d12 and subtract the caster's level to determine the delay in turns (a zero or negative result indicates instant effect). Creatures with 4 HD or more can make saving throws every turn that they are affected, and when they succeed on them, they are not confused for 1 turn.
Chaos[]
Appeared alongside the Illusionist in The Strategic Review 1-4. Dragon Magazine #12 preserved this spell on the Illusionist list.
- Spell Level 5
- Range 12"
- Duration: Concentration
Creates a 3" by 3" area where creatures in the area, or entering the area, become automatically confused until they leave. Creatures who become confused will act as dictated on the roll of 2d6: they'll attack the magic-user's party (2-5), stand around doing nothing (6-8), or attack their own party (9-12). Re-roll this each turn. High-level fighters and illusionists are immune to this spell
AD&D[]
Confusion[]
Debuted in the Player's Handbook as a druid spell.
| Level: 7 | School: Enchantment/Charm |
| Components: V, S, M (mistletoe) | |
| Range: 8" | Casting Time: 9 segments |
| Duration: 1 round/level | Saving Throw: Special |
| Area: up to 4" by 4" | |
The caster causes confusion in several creatures in the area. To determine the number of targets, roll 2d4 and add the difference between the level or HD of the highest HD creature in the area, and the druid's level (ignore negative modifiers). Creatures are affected in order of their closeness to the druid, closer creatures getting affected first. Affected creatures get a save at -2, and if they fail, they are confused. Confused creatures can make a new save at the beginning of each round, unless their confusion causes them to wander away for a turn (in which case they make saves at the beginning of each round after that turn).
When confused, creatures act according to the chart below:
| d100 Die Roll | Action |
|---|---|
| 01 - 10 | Wander away for 1 turn |
| 11 - 60 | Stand confused for 1 round |
| 61 - 80 | Attack nearest creature for 1 round |
| 81 - 100 | Attack caster or caster's party for 1 round |