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

  • 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.
  • 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.
  • 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.
  • 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.
  • 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.