You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Blindness/Deafness is a 2nd level necromancy spell that can be cast by bards, clerics, sorcerers, and wizards. It has a range of 30 feet and a casting time of 1 action. The spell forces a constitution saving throw on any creature within range, and if they fail, they are either blinded or deafened for 1 minute. This spell does not affect creatures that are immune to the blinded or deafened condition.
Opinions on this spell vary, with some players considering it a useful way to incapacitate enemies during combat. Others argue that its effects are not strong enough to make it a valuable choice, especially at higher levels when more powerful spells are available. Some also criticize the fact that it requires a saving throw, which can make it less reliable than other spells. Ultimately, whether or not to use Blindness/Deafness will depend on a player's playstyle and their assessment of its usefulness in specific situations.
Blindness Deafness is D&D (Dungeons & Dragons) 5th edition content, but other TTRPGs may have their own version such as a Blindness Deafness Pathfinder edition. Want to use Blindness Deafness in a VTT (virtual tabletop)? Try out SendingStone for free today!
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