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At higher levels, however, it's an amazing "sidearm" spell: A potent low-level debuff that doesn't require concentration. Cast a powerful concentration spell on round 1, and then start tossing off blindness/deafness on subsequent rounds. Hold person looks incredible on paper, but the target restriction is absolutely crippling. You're a sorcerer ...
They asked about silence, which is not a sorcerer spell, but I recommended Blindness / Deafness which helps control some of the spells from a wizard. In the discussion some benefits of deafness were mentioned, but I noticed the spell has the text "You can blind or deafen a foe." Therefore, deafening an ally would be prohibited by this spell.
Remove blindness/deafness cures blindness or deafness (your choice), whether the effect is normal or magical in nature. The spell does not restore ears or eyes that have been lost, but it repairs them if they are damaged. Remove blindness/deafness counters and dispels blindness/deafness. Last edited: Jan 16, 2004.
Blindness is defined in the AD&D DMG under the additional notes for the spell light: -4 to hit, -4 to saves, and -4 to AC. According to the description for the gem of brightness, partial blinding can result in similar penalties, using a d4 to determine the exact severity. AD&D 2e gives the same penalties (in about 8 different places, sometimes ...
Enchantment removal is useless unless your opponent is playing enchantments. The saying applies to D&D3 as well - bestow curse, blindness/deafness, and Tasha's hideous laughter are all valid ways to mess up an opponent's day, and in order to counter all of them you need remove curse, remove blindness/deafness, and dispel magic.
Oct 13, 2017. #3. Druids are really good at debuff and control till level 5ish when they shift more towards conjurations. Wizard is your best bet. Tasha's hideous laughter and sleep, hold person, hypnotic pattern, dispel magic, polymorph, hold monster etc. Bards get pretty much those same spells but don't get a spell recovery mechanic.
• Blindness/Deafness – Solid debuffing. With Eldritch Strike coming in two levels, you can attack them and Action Surge to give them disadvantage on the save. • Levitate – For archers to avoid melee. If you reach lvl14, swap it for Fly. • Misty Step – For extra mobility. • See Invisibility – When you need it, you really need it ...
Ergo it is healing actual damage, even if that isn't damage expressed in the form of hitpoints. 2.)The Remove Blindess/Deafness spell reads that it also restores non-magical losses of these two senses. 3.) Remove Blindness/Deafness and Dispel Magic are both 3rd level spells, and this would certainly be redundancy if they both worked.
Sep 16, 2005. #3. Good idea. It works, they have no special immunity to blindness. They are still free to blindly blast away with their eye rays and antimagic eye. Now blinding something that "targets" (as in no attack roll or area effect) opponents sucks a lot more.
Yours does not require a saving throw, affecting target automatically, whereas blindness/deafness requires a save. (+) And arguably could be worth 2 ++'s since Legendary Resistance can't be used against it & enemy must spend an action to end effect whereas with blindness/deafness grants free ongoing saves to end its effect, but I'll leave it as ...