This spell of confusion is typically placed on a small labyrinth or series of dungeon corridors, to assault and twist a creature's sense of direction. Each creature that enters the 120-ft radius sphere enchanted with this spell is required to make a Wisdom Saving throw. Success indicates the creature is immune to the effects of this casting of the spell for 1 hour. Failure results in the loss of all sense of direction: right becomes confused with left, north and south become mixed up, etc. The DM should randomly determine which direction a creature goes despite its instructions, even if the random direction doesn't make sense- such is the enchantment.
After every 10 minutes spent in the area of effect, a creature can attempt another Wisdom saving throw.
* - ritual ** - (a lodestone and a powdered gem worth 500gp, which the spell consumes)Previous Versions
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