Blindness/Deafness
- Level & School
- 2nd-level transmutation
- Casting Time
- Action
- Range
- 120 feet
- Components
- V
- Duration
- 1 minute
- Classes
- Bard, Cleric, Sorcerer, Wizard
One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.
- Level & School
- 2nd-level necromancy
- Casting Time
- Action
- Range
- 30 feet
- Components
- V
- Duration
- 1 minute
- Classes
- Bard, Cleric, Sorcerer, Wizard
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.
Using a Higher-Level Spell Slot. 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 5.5e 2024 vs. 5e 2014 edition differences
The 2024 version increases range from 30 to 120 feet, removes class restrictions, and states the target "must succeed" on the save, implying the save is mandatory rather than optional. It also clarifies the target "has the Blinded or Deafened condition" instead of being blinded or deafened. The saving throw is repeated each turn, with the spell ending on a success.
Spells similar to Blindness/Deafness
Hold Person
Both inflict incapacitating conditions on a creature that fails a saving throw.Color Spray
Both can cause target creatures to be blinded, having an area effect.Crown of Madness
Both charm a target and can manipulate their actions temporarily.Calm Emotions
Both can affect humanoids within a specific area and can impose conditions.Suggestion
Both influence a target's behavior through a saving throw.