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Sphere: Charm
Range: 80 yards
Components: V, S, M
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: 1d4 creatures within a 40′ by 40′ square
Saving Throw: Special
This spell causes confusion in one or more creatures within the area, creating indecision and the inability to take effective action. The spell affects 1d4 creatures, plus one creature per two caster levels. Thus, seven to ten creatures can be affected by a 12th- or 13th-level caster, eight to 11 by a 14th- or 15th-level caster, etc. These creatures are allowed saving throws vs. spell with -2 penalties, adjusted for Wisdom. Those successfully saving are unaffected by the spell. Confused creatures react as follows (roll 1d10):
D10 Roll | Reaction |
1 | Wander away (unless prevented) for duration of spell |
2-6 | Stand confused one round (then roll again) |
7-9 | Attack nearest creature for one round (then roll again) |
10 | Act normally for one round (then roll again) |
The spell lasts one round for each level of the caster. Those who fail their saving throws are checked by the OM for actions each round, for the duration of the spell, or until the “wander away for the duration of the spell” result occurs.
Wandering creatures move as far from the caster as possible in their most typical mode of movement (characters walk, fish swim, bats fly, etc.). This is not panicked flight. Wandering creatures also have a 50% chance of using any special innate movement abilities (plane shift, burrowing, flight, etc.). Saving throws and actions are checked at the beginning of each round. Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature.
The material component of this spell is a set of three nut shells.
Note: If there are many creatures involved, the DM may decide to assume average results. For example, if there are 16 orcs affected and 25 o/o could be expected to successfully roll the saving throw, then four are assumed to have succeeded, one wanders away, four attack the nearest creature, six stand confused and the last acts naturally but must check next round. Since the orcs are not near the party, the DM decides that two who are supposed to attack the nearest creature attack each other, one attacks an orc that saved, and one attacks a confused orc, which strikes back. The next round, the base is 11 orcs, since four originally saved and one wandered off. Another one wanders off, five stands confused, four attack, and one acts normally.