Level
4th
Casting Time
1 Action
Range/Area
90 ft.
(10 ft. )
Components
V, S, M *
Duration
Concentration
1 Minute
School
Enchantment
Attack/Save
WIS Save
Damage/Effect
Control
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 at the start of each of its turns to determine its behavior for that turn.
d10 | Behavior |
---|---|
1 | The creature uses all its movement to move 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 this turn. |
2-6 | The creature doesn't move or take actions this turn. |
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 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.
* - (three nut shells)
since it's a saving throw, you can indeed use legendary resistance against this.
I'm running a paladin that offers spell damage resistance, +4 to all saves, and attracts all projectile weapons within 10 feet. This spell just took out 4 players for 2 turns and then 2 for an additional 5. If it wasn't for the one person who made the save we would've probably died. Even then we had to metagame so I can tell him to attack the guy casting the spell. This spell is BUSTED.
This is not busted. Just because it is not a Charm effect doesn't mean it's broken. Not every Enchantment needs to cause Charm, and this spell doesn't fit the Charm bill anyway. It's a save or suck AOE control spell. There's nothing wrong with that. It's not like it's a no-save, it just happens spell.
It's OK for spells to be useful and for players to get cool stuff. The effect here isn't even too bad, really. I'd probably have monsters use it to cover an escape or distract from something they're doing, but there is nothing broken about this for players.
9 times out of 8, when someone says a spell is broken, what they really mean is "I don't know how to deal with this and I"m allergic to PCs being cool and having fun."
Hill giant mouth of gronilator (modrekan's tome of foes) is immune to this spell.
I used this to make my players heavily drugged, ha!!
Nowhere on this spell does it say that it does bust through resistance/immunity, though I quess it is up to interpretation.
As a very new DM, I haven't had the chance to play with this spell, but personally I could see it belonging under the "charmed" category due to the description of how it works.
The problem with the "cast it on a god" suggestion is that under 5e's base paradigm gods themselves and beings of comparable power don't have statblocks. On the meta level they're narrative forces rather than creatures like a dragon or pit fiend.