A confused creature is mentally befuddled and cannot act normally. It cannot tell the difference between ally and foe, treating all creatures as enemies.

Effects

  • At the beginning of each turn, roll d% to determine the creature's action for that round (see table below).
  • A confused creature that is attacked automatically attacks its attacker on its next turn, as long as it is still confused — overriding the d% result.
  • Does not make attacks of opportunity against any creature it is not already attacking.
  • Allies who wish to cast a beneficial touch spell on a confused creature must succeed on a melee touch attack.
  • A familiar counts as part of the confused creature itself for the purposes of the "attack nearest" result.

Behavior Table

d% Roll Behavior
01–25 Act normally.
26–50 Do nothing but babble incoherently.
51–75 Deal 1d8 + Str modifier damage to self with item in hand (or unarmed if nothing is held).
76–100 Attack the nearest creature (friend or foe).

Ending the Condition

  • Confusion with a limited duration ends when the duration expires.
  • Remove confusion (functions as calm emotions) suppresses the confused condition for the spell's duration; it may not permanently remove magically induced confusion.
  • Heal, greater restoration, and similar powerful curative magic remove the condition entirely.

Related Conditions

  • Dazed — similar loss of action, but the dazed creature simply cannot act rather than acting randomly.
  • Stunned — also removes the ability to act; stunned is typically shorter but more debilitating.

Common Sources

The confusion and lesser confusion spells; the insanity spell; certain enchantment effects; some mind-affecting monster abilities (such as gibbering mouthers). Confusion is a mind-affecting compulsion effect — creatures immune to mind-affecting magic are immune to confusion.