Enchantment/Charm [confusion, psionic*]
Druid Version
Level Druid 7
Components V, S, M
Casting Time 9 segments
Range 80-ft.
Area of Effect 20-ft. radius burst
Duration 1 round per level
Save None and -2 Wisdom save vs. Spell (save avoids; see description)
Magic-user Version
Level Magic-user 4
Components V, S, M
Casting Time 4 segments
Range 120-ft.
Area of Effect 30-ft. radius burst
Duration 2 rounds plus 1 round per level
Save None and -2 Wisdom save vs. Spell (save avoids; see description)
Illusionist Version
Level Illusionist 4
Components V, S, M
Casting Time 4 segments
Range 80-ft.
Area of Effect 20-ft. radius burst
Duration 1 round per level
Save None and -2 Wisdom save vs. Spell (save avoids; see description)
This spell causes a number of creatures in the area of effect to become confused.
Druid Version
The caster casts the spell and selects it's point of origin within the listed range.
The number affected is calculated as follows.
The number of creature affected is 2d4 creatures adjusted as follows:
Find the creature with the highest hit dice in the area of effect. If several, determine one at random.
Subtract the target's hit dice from the caster level.
If the number is negative (i.e. the target's hit dice is higher than the caster level), ignore the result (discard).
If the number is positive, add this number to the result of the 2d4 generated above. The total is the number of creatures targeted.
Once the number of creatures is known, the creatures affected will be those closest to the spell caster first and if equal distance, use random determination. The spell affects opponents and allies alike.
Magic-user and Illusionist Version
The caster casts the spell and selects it's point of origin within the listed range.
The spell affects 2d8 creatures.
Once the number of creatures is known, the creatures affected will be those closest to the spell caster first and if equal distance, use random determination. The spell affects opponents and allies alike.
Saving Throw and Effect
All creatures targeted (see above) in the burst are affected (no save) for the duration unless they are immune to confusion effects.
When the spell is first cast, all targets gain a -2 Wisdom save vs. Spell or gain the confused condition. Those that make their save can act normally until the end of the next round.
At the end of the next round (after the spell was cast and every round thereafter over the duration of the spell), all targets must make another saving throw—unless the confusion effect was "Wander away for 10 rounds". If the saving throw is successful, the target can declare and act normally in the succeeding round. If unsuccessful, the confusion effect must be determined for the creature's action in the next round. If the result is "act normally", the creature can declare and act as desired during the succeeding round.
At the end of every successive round, all targets must save again, and so on, until the spell's duration expires, or they "Wander away for 10 rounds".
If the spell's duration extends past a creature's "Wandering" time frame, the creature must make saves at the end of each round as per above.
Material Components. (Magic-user and Illusionist) Three nut shells. The components are consumed in the casting of the spell. Cost/Scarcity. Free/Common.
Known Additions/Substitutions. None.