This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. 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 if in combat at the start of each of its turns to determine its behavior for that turn.
If not in combat, refer to the DM who will roll on a general insanity effects table.
| d10 | Behavior |
|---|---|
| 1 | The creature uses all its movement to waltz, prance or sneak in a random direction. The DM will roll to determine the direction. The creature doesn't take an action this turn. |
| 2-6 | The creature begins to relay embarrassing secrets about ones personal life, it cannot move this turn. |
| 7-8 | The creature is magically enthralled by the presence of the nearest creature to it, it tries to invite them on a date. If they refuse, it goes into a blind rage and attacks the nearest creature with disadvantage. |
| 9-10 | The creature becomes unreasonably terrified of an ally of yours, and tries its best to hide or run from them, all while screaming in terror. |
At the end of each 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 level above 4th.
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