Blindness/Deafness

A
Control

Blindness/Deafness is a Control spell. Control spells restrict enemy options through debuffs or denial effects.

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spell that
cripples a foe

Blindness/Deafness is a Save or Suck spell. Save or Suck spells fall entirely flat if the target succeeds on a saving throw.

See all Save or Suck spells →
by leaving it blind or deaf, with the chance to shake it off each turn.

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

Range increased from 30 feet to 120 feet. Otherwise it works the same at the table.

Blindness/Deafness popularity

Blindness/Deafness is a commonly chosen level 2 spell. Choosing it adds an established option to your spellbook.

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.