Mind · control

Confusion

Confusion attempts to briefly restrict a target's special ability and weaken its next attack. It is a specific intervention in a moment of combat that can create an opportunity for the party. However, it does not remove an entire turn. The opponent remains part of the encounter, and its remaining ways to act must be considered rather than treating it as disabled.

The spell lasts only one round and can be used only once per target per combat. It makes sense to choose a moment when the target's special ability is actually dangerous. Success is required for the listed restriction. The party therefore needs a thoughtful follow-up to the casting and an alternative approach if the expected advantage cannot be gained.

Exact effect: On success, the target cannot use its special ability and takes −2 to its next attack. It does not lose its entire turn. Bonus: +1 to MATK. Target: 1 creature within sight. Duration: 1 round. Restrictions: once per target per combat. Using it requires at least Intelligence 8 and Level 2, the appropriate casting ability, and knowledge of this spell. Meeting the numerical requirements alone does not grant knowledge of the spell.

Color fantasy illustration of Confusion
Spell illustration • MindConfusion
01

Spell parameters

Target, duration, restrictions, and exact effect.

School
Mind
Type
control
Min. Intelligence
8
Min. Level
2
Bonus
+1 to MATK
Target
1 creature within sight
Duration
1 round
Restrictions
once per target per combat
Exact effect
On success, the target cannot use its special ability and takes −2 to its next attack. It does not lose its entire turn.
Meeting requirements is not enough

Min. INT and Min. Level only allow a spell to be learned. The character must actually acquire it through leveling, a teacher, a book, a scroll, a reward, a discovery, or the story.