Blindness/Deafness
2024 Rules
- 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.
2014 Rules
- 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
Blindness/Deafness popularity
How popular is Blindness/Deafness? It is a commonly found spell in the game, and is often chosen over other options when available. This spell is a reliable addition to any spellbook.
- Top 25% of all 5e spells
- Top 25% of all level 2 spells
- Top 50% picked level 2 Wizard spell
- Top 50% picked level 2 Sorcerer spell
- Bottom 50% picked level 2 Bard spell
- Bottom 50% picked level 2 Cleric spell
Spells similar to Blindness/Deafness
Hold Person 2nd-level enchantment
Hold Person is the same spell level and is a focused, single-target (or a few targets) disable that forces a saving throw and can take an enemy out of the fight for a short duration.
Players prefer Hold Person over Blindness/Deafness
Silence 2nd-level illusion
Both remove or block a key sense for enemies (Silence prevents sound like Deafened does) and are used to disrupt spellcasters and verbal actions at range.
Players prefer Silence over Blindness/Deafness
Phantasmal Force 2nd-level illusion
Phantasmal Force creates a persistent, save-based illusion that incapacitates or distracts one target over multiple turns, playing a comparable tactical role in controlling a single enemy.
Players prefer Phantasmal Force over Blindness/Deafness
Ray of Enfeeblement 2nd-level necromancy
This is a level-2, single-target effect that weakens an opponent via a saving throw and ongoing effect, making it a tactical alternative for neutralizing a dangerous foe.
Players prefer Blindness/Deafness over Ray of Enfeeblement
Bestow Curse 3rd-level necromancy
Bestow Curse imposes a lasting, selectable harmful condition on one creature after a save and is often used as a versatile single-target control option similar to choosing blind or deaf.
Players prefer Blindness/Deafness over Bestow Curse