You emit a burst of discordant frequencies and arcane chatter that rattles the mind of one creature you can see within range that can hear and understand you. The target must succeed on a Wisdom saving throw or become discombobulated for the duration.
On a failed save, the creature’s thoughts fragment into static. While affected in this way, the creature can’t take reactions and must roll a d4 at the start of each of its turns to determine its behavior:
|
d4 |
Behavior |
|
1–2 |
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 takes no action this turn. |
|
3 |
The creature doesn’t move or take any actions this turn, standing dazed and blinking in confusion. |
|
4 |
The creature uses its action to make a melee attack against a randomly determined target within its reach. If there are no targets in reach, it makes a ranged attack if possible. If no ranged attacks are available, it does nothing. |
At the end of each of its turns, the creature can make another Wisdom saving throw, ending the effect on itself with a success.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Each target must be within 30 feet of the caster.
Artificers describe discombobulation as “a harmonic feedback of thought and matter.” Victims describe it as “the sound of your own brain trying to reboot.”
* - (a small tuning fork wrapped in copper wire)
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