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Spells

Disorient

3rd-level Conjuration

Casting Time: 1 action

Range: 120 feet

Components: S

Duration: Concentration, up to 1 hour.

Classes: Bard, Druid, Ranger You create a 20-foot-radius sphere of shimmering silver mist, centered on a point within range. The sphere spreads around corners, and its area is heavily obscured.

The mist lasts for the duration, or until its effect is triggered.

The effect triggers when a creature, object, or vehicle moves into the area of the mist. The triggering target must succeed on a Wisdom saving throw or use the rest of its movement to move in a random direction. On a failed saving throw, the target is not aware that the direction of its movement has been changed. This may cause the target to become lost if it is in an unfamiliar environment with no remarkable features, such as in a network of underground caverns, a thickly wooded forest, or on the open water. A creature that becomes lost in this way can reorient itself by using an action to make a Nature check against your spell save DC.

Once the effect of this spell triggers, the mist dissipates and the spell ends.

Source attribution and license

Silk Road's Guide to Seafaring, printed pages 190.