As an action, you confuse a creature that you can touch or see within 10 meters. The creature must make a Will saving throw.

On a failure, it takes 1d3 psychic damage and has disadvantage on the next attack it makes before the end of its next turn and moves 1 meter in a random direction if it can move. Roll a d8 for the direction: 1: north, 2: north-east, 3: east, 4: south-east, 5: south, 6: south-west, 7: west, 8: north-west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

This spell’s damage increases by 1d3 when you reach 9th level (2d3) and 17th level (3d3).