Confusion

Level 4 Enchantment spell available to Bards, Druids, Sorcerers, and Wizards. Everyone hostile in a 6m radius rolls a Wisdom save or spends up to three turns attacking at random or doing nothing at all. Allies are ignored, which makes this much safer to drop on a crowd than it sounds.

Spell description: Befuddle a group of creatures, causing them to attack at random, wander around aimlessly, and occasionally skip turns in the stupor.

Spell properties

  • Range: 18m (60ft)
  • Area: 6m (20ft) radius
  • Duration: 3 turns
  • Concentration spell
  • Save: WIS save
  • Conditions applied: Confused. The creature attacks at random and may skip its turn. Allies are not affected.
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Increases the radius of the affected area by 2m (7ft) for each spell slot level above the 4th.

How to obtain Confusion

  • Bard, Druid, Sorcerer, Wizard at Class level 7
  • Knowledge Domain Clerics (Domain spell), Circle of the Spores Druids (Circle spell), and Circle of the Land Druids (Coast) at Class level 7
  • Warlocks via the Dreadful Word invocation at Class level 7

Source items: Orphic Ring, Scroll of Confusion

CONFUSION

Level 4 Enchantment Spell

Befuddle a group of creatures, causing them to attack at random, wander around aimlessly, and occasionally skip turns in the stupor.

Range: 18m (60ft) Save: WIS save AoE: 6m (20ft) radius Duration: 3 turns

CONDITION: CONFUSED

Duration: 3 turns
AoE: 6m (20ft) radius

Condition: Confused

  • The creature is hostile to everyone and attacks a random target, friend or foe.
  • On a hidden roll of 10 or lower it falls into a stupor and loses its turn instead.
  • It repeats the Wisdom Saving Throw at the start of each of its turns.

When to cast Confusion

Cast it on a tight group of enemies who are not the boss. Confused creatures pick a random target, which often means they turn on each other, and the ones that roll badly just stand there. Three turns of a pack fighting itself is a lot of free damage.

It is a group Wisdom save, so it works best on things with bad Wisdom: beasts, goblins, most melee brutes. Casters and clerics will shrug it off more often than not, and they repeat the save every turn anyway.

The catch is that it is Concentration, and the wandering is not really wandering. Affected enemies still take turns and still hit things, sometimes you. Keep your squishy caster out of reach of the confused ones, because random targeting includes them.

Upcasting only widens the circle. It never adds damage or duration, so cast it at Level 4 unless the enemies are spread out and you need the extra reach.

Confusion – Baldur’s Gate 3 Spell

Spell properties

Level
Level 4
School
Enchantment
Casting resource
Action + Spell Slot
Damage type

Range
18m (60 ft)
Duration
3 turns
Notes & sources

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Spell mechanics, descriptions and values are based on Baldur’s Gate 3 version 4.1.1.7209685 and may change with future patches. Where applicable, sources are cited within each article.

Copyright disclaimer & licensing
Some or all of this work is © Larian Studios.
Some spell icons and game data are property of Larian Studios and used here under their fan content policy. Any fan-created works using content from Larian fall under: Larian Fan Content Policy and / or Baldur’s Gate 3 Fan Content Terms. Some of the icons used in these spell cards were downloaded from Sammy8932 on NexusMods.

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