Confused
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.