Confusion
(Enchantment/Charm)


L^: d7, mu4, i4, wj4
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R#: 8" (mu: 12"), wj: 12"
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D^: 1r* (mu: 2r + 1r*), wj: 2r + 1r*
C^: v.s.m
(mu, i: v.s.m)
(wj: v.s.m)
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CT: 9 (mu: 4), wj: 4
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S^: S
A^: Up to 4" by 4"
(mu: Up to 6" by 6")
(wj: Up to 6" by 6")
-
-
MP: 80

Effect: This spell causes confusion in one || more creatures within spell range.

creatures will react as follows:
 
Die Roll Action
01-10 Wander away for 1 turn
11-60 Stand confused for 1 round
61 -80 Attack nearest creature for 1 round
81-00 Attack druid or his party for 1 round

Note: A creature that meanders away is not entitled
to further saves, but will be freed from the spell's effects
after taking a full TURN of movement (at normal SPEED) away from the caster. - OSRIC

It will affect 2 to 8 creatures,
plus a possible +additional+ # of creatures determined by
    -subtracting- the level || # of HD of the strongest opponent creature within the spell range and AREA of effect
    from the level of the druid who CAST the spell of confusion.
If a +positive+ # results,
it is added to the random die roll result for # of creatures affected;
a -negative- # is ignored.

All creatures affected will be those closest to the druid within the AREA of effect.

Save: Each affected creature must make a save each round,
unless they are caused to "wander away for 1 TURN" in which case they will go as far away from the druid as is
possible in one turn of normal movement, as conditions permit.
All saves are at -2.
Confused creatures act according to the table of actions shown above,
but saves && actions are checked at the beginning of each round.
 

Magic-User: Except as noted above, this spell is identical to the seventh level druid spell, confusion (q.v.).
However, it affects a basic 2-16 creatures.

Magic-User.MC: A set of three nut shells.
<(eg. betel nut, poison nut, nutmeg)>
 

Wu Jen: This spell confuses 2-8 creatures in the AREA of effect, plus one additional creature for every level the caster has above that of the most powerful confused creature.
A confused creature acts as following (all actions checked at START of each round):
 
Die Roll Action
01-10 Wander away for 1 turn
11-60 Stand confused for 1 round
61-80 Attack nearest creature for 1 round
81-00 Attack caster and caster's party for 1 round

All saves are at -2, and are checked at the start of each round.

Wu Jen.MC: Three balls of carved ivory.