Sensory spell · sight and hearing
Blindness/Deafness Spell

At a Glance
| 5.5e / 2024 | 2nd-level Transmutation · Bard, Cleric, Sorcerer, Wizard · 120 feet |
|---|---|
| 5e / 2014 | 2nd-level Necromancy · Bard, Cleric, Sorcerer, Wizard · 30 feet |
| Pathfinder 1e | Bard 2; Cleric 3; other class levels below · permanent, dismissible |
| D&D 3.5e | Bard 2, Cleric 3, Sorcerer/Wizard 2 · permanent, dismissible |
Blindness/Deafness disables one sense of a chosen creature. Modern versions allow repeated Constitution saves and need no Concentration; the legacy spell targets a living creature and remains until dismissed or removed.
Choose the edition being played. Each panel below gives that edition’s rules independently.
Spell Rules by Edition
Blindness/Deafness — 5.5e / 2024
| Spell | Level 2 Transmutation (Bard, Cleric, Sorcerer, Wizard) |
|---|---|
| Casting Time | Action |
| Range | 120 feet |
| Components | V |
| Duration | 1 minute |
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.
Blindness/Deafness — 5e / 2014
| Spell | 2nd-level necromancy (Bard, Cleric, Sorcerer, Wizard) |
|---|---|
| Casting Time | 1 action |
| Range | 30 feet |
| Components | V |
| Duration | 1 minute |
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 — Pathfinder 1e
| School | necromancy [curse] |
|---|---|
| Level | antipaladin 2, arcanist 2, bard 2, bloodrager 2, cleric 3, mesmerist 2, oracle 3, psychic 2, shaman 3, skald 2, sorcerer 2, spiritualist 3, warpriest 3, witch 2, wizard 2 |
| Casting Time | 1 standard action |
| Components | V |
| Range | medium (100 ft. + 10 ft./level) |
| Target | one living creature |
| Duration | permanent (D) |
| Saving Throw | Fortitude negates |
| Spell Resistance | yes |
Blindness/Deafness — D&D 3.5e
| School | Necromancy |
|---|---|
| Level | Brd 2, Clr 3, Sor/Wiz 2 |
| Components | V |
| Casting Time | 1 standard action |
| Range | Medium (100 ft. + 10 ft./level) |
| Target | One living creature |
| Duration | Permanent (D) |
| Saving Throw | Fortitude negates |
| Spell Resistance | Yes |
You call upon the powers of unlife to render the subject blinded or deafened, as you choose.
What Changed
- 2024: Transmutation with a 120-foot range.
- 2014: Necromancy with a 30-foot range.
- PF1e and 3.5e: Medium range, a living target, Fortitude negates and a permanent, dismissible effect. These versions do not give the modern spell’s repeated end-of-turn saves.
One sense per casting. The ordinary spell blinds or deafens its target; it does not impose both conditions. Neither modern version requires Concentration.
Sensory Magic in the World
In learned magical circles, Blindness/Deafness sits on the uncomfortable border between medicine, natural philosophy and hostile sorcery. University physicians, court scholars and experienced battlefield chirurgeons can observe that the victim’s body may remain apparently intact even while an entire channel of perception has vanished.
That makes the spell a favourite subject of argument. Does it obstruct the physical organ, interrupt the faculty by which sensation reaches the mind, or alter the magical correspondence between the body and the surrounding world? Different schools defend different answers, and successful restoration does little to settle the dispute.
In practical terms the distinction matters less to soldiers, watch captains and magistrates. A sentry who cannot hear a warning, an archer who cannot see the wall, or a messenger suddenly unable to perceive the signal meant for them can alter the course of an encounter without a single visible wound.
Bard spells and class rules · Cleric spells · Cleric class · Magic reference
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