Blindness (spell)
Blindness is a spell that deprives a creature of the ability to see, so that they can only perceive total darkness. The effect is an illusion. The affected creature isn't really blind — they merely experience the sensation, with their eyes being physically unharmed.
Range | 30 ft. |
Duration | 3 rounds per level |
Area of Effect | 1 creature per 3 levels |
Casting Time | 1 round |
Saving Throw | negates |
Level | illusionist (2nd) |
Contents
The target is entitled to a save vs. magic, representing their ability to resist the illusion through sheer willpower or innate resilience. A successful save negates the effect entirely, allowing the creature to retain its sight as though the spell had never been cast. Those who fail, however, will perceive absolute darkness, unable to discern even the faintest light or shadow. The illusion is thorough, overriding any natural night vision or other sensory adaptations that rely on sight.
The spell can be counteracted by dispel magic or dispel illusion, either of which will immediately restore vision by breaking the false sensory impression imposed upon the mind. Unlike physical blindness, which might leave lingering disorientation or damage, the restoration is instantaneous, as though the blindness had never been experienced.
Creatures that lack eyes to see cannot be affected by the spell, as there is no perception to deceive. This immunity extends to beings who rely entirely on other senses, such as those that perceive the world through echo-location, tremor-sense or magical awareness. In such cases, the illusion finds no foothold, leaving the spell entirely ineffective.
Reaction
The discovery that an individual is blind is quite shocking; those who fail their save will shout and most likely scream in panic. Roll a d10 to determine the individual's reaction: (1-6) the recipient freezes in place, utterly overwhelmed by the effect; (7-9) an attempt is made to grope for something solid that was understood to be nearby when the effect occurred, a building, tree or another person; (10) the individual absurdly runs in a state of panic, most likely stumbling or colliding with obstacles. In some cases, it may be appropriate to determine if a malady has occurred.
All creatures, regardless of this determination, require 2-8 rounds to orient themselves to where they can at least try to defend themselves. Until then, they are counted as helpless defenders. If told by a voice to surrender themselves, there's a 19 in 20 chance that they will do so at once.
Characters attempting to fight usually do so at a tremendous disadvantage. Armour class is reduced by 4 points, while rolls to hit suffer a -8 penalty. There are various sage abilities possessed by monks and others that can help compensate for blindness.