Blur

Blur makes attacks harder to land as your outline wavers. Fifth edition gives attackers disadvantage while you concentrate. Pathfinder and 3.5e instead grant a touched creature concealment with a 20% miss chance. The spell does not hide your location.
Blur at a Glance
| D&D 2024 / 2014 | 2nd-level Illusion; Action; Self; Concentration, up to 1 minute; disadvantage on incoming attack rolls. |
|---|---|
| Pathfinder / 3.5e | 2nd-level Illusion (glamer); standard action; Touch; 1 minute per caster level; 20% miss chance. |
| Main limit | It protects against attacks, not effects resolved only by saving throws. |
| Countermeasures | Use the edition’s sight and illusion rules; see the individual panels. |
Spell Rules by Edition
Blur — D&D 2024
Level and school: 2nd-level Illusion
Core spell lists: Sorcerer, Wizard
Casting time: Action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
Attack / save: None
Your blurred body gives creatures Disadvantage on attack rolls against you. An attacker is immune if it perceives you with Blindsight or Truesight. The spell changes neither your Armour Class nor saving throws. No higher-slot increase is listed.
Blur — D&D 2014
Level and school: 2nd-level Illusion
Core spell lists: Sorcerer, Wizard
Casting time: 1 action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
Attack / save: None
Creatures have disadvantage on attack rolls against you while your body shifts and wavers. An attacker ignores the effect if it does not rely on sight, such as through blindsight, or can see through illusions, such as through truesight. No higher-slot increase is listed. Additional class features, including Artificer spellcasting, may grant access.
Blur — Pathfinder 1e
School: Illusion (glamer)
Level: Alchemist, Arcanist, Bard, Investigator, Magus, Medium, Mesmerist, Occultist, Psychic, Red Mantis Assassin, Skald, Sorcerer, Spiritualist, Summoner (including unchained), Wizard: all 2
Casting time: 1 standard action
Components: V
Range: Touch
Target: Creature touched
Duration: 1 minute per caster level (dismissible)
Saving throw: Will negates (harmless)
Spell resistance: Yes (harmless)
The subject gains concealment with a 20% miss chance as its outline wavers. See Invisibility does not defeat this effect; True Seeing does. A foe unable to see the subject ignores Blur, while the usual penalties for attacking an unseen creature still apply. The spell does not require ongoing concentration.
Blur — D&D 3.5e
The subject’s outline appears blurred, shifting and wavering.
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.
Illusion (Glamer)
Level Bard 2, Sorcerer/Wizard 2
Components V
Casting Time 1 standard action
Range Touch
Target Creature touched
Duration 1 min./level (D)
Saving Throw Will negates (harmless)
Spell Resistance Yes (harmless)
- This distortion grants the subject concealment (20% miss chance).
- A see invisibility spell does not counteract the blur effect, but a true seeing spell does.
- Opponents that cannot see the subject ignore the spell’s effect (though fighting an unseen opponent carries penalties of its own).
What Changed Between Editions?
2024 names Blindsight and Truesight as the exceptions. 2014 uses broader wording for attackers that do not rely on sight or can see through illusions. Pathfinder and 3.5e allow a touched ally as the target, last by caster level and use a 20% miss chance rather than disadvantage.
Using Blur in Play
Survive repeated attacks
Cast before crossing a hall covered by archers or holding a narrow stair against several foes. You remain visible and vulnerable to spells that call only for saves. Cover and a route out still matter.
Weigh the concentration cost
In fifth edition, maintaining Blur means giving up another Concentration spell. Choose it when surviving incoming attacks matters more than keeping your other spell running. The older touch versions can protect a companion without that ongoing cost.
Keep sight rules clear
See Invisibility does not remove the older versions’ blur; True Seeing does. Check a creature’s actual senses before applying the modern disadvantage.


Blur in the World
Also called Veil of the Unfixed. A duellist’s blade passes through the edge of a wavering silhouette; a hunted mage uses that brief uncertainty to reach the next doorway. Shield can add a separate defence, while Mirror Image creates false targets. Invisibility conceals the creature from ordinary sight. Each has different limits; in fifth edition, one caster cannot maintain Blur and Invisibility together.
Sources and Licensing
D&D 2024 · D&D 2014 · Pathfinder 1e · D&D 3.5e.
The fifth-edition summaries include material from System Reference Documents 5.2.1 and 5.1 by Wizards of the Coast LLC, available from the official SRD resource, under CC BY 4.0. The summaries are reformatted and paraphrased. Pathfinder and 3.5e mechanics are Open Game Content under the Open Game License v1.0a. Artwork and original setting prose are excluded from that designation.
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