Difference between revisions of "Deafness (spell)"

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[[File:Deafness (spell).jpg|right|525px|thumb]]
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'''Deafness''' is an illusionary spell that causes the recipient to believe they have been struck completely deaf, rendering them unable to hear any sound. The effect is similar to the [[blindness (spell)|blindness spell]] in that it alters perception rather than physically affecting the target. The [[Illusion|illusion]] persists as long as the caster remains aware of the target's exact location, even if they are concealed by an object, under a blanket or obscured by another creature. A successful [[Saving Throws|saving throw]] negates the effect.
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{{Spelltable
 
{{Spelltable
 
| name = Deafness
 
| name = Deafness
 
| range = 60 ft.
 
| range = 60 ft.
| duration = see below
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| duration = see text
| area of effect = 1 creature per 2 levels
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| area of effect = 1 creature per 2 [[Experience Level|levels]]
| casting time = 1 round
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| casting time = 1 [[Combat Round|round]]
 
| save = negates
 
| save = negates
 
| level = [[Bard 2nd Level Spells|bard (2nd)]], [[Illusionist 2nd Level Spells|illusionist (2nd)]]
 
| level = [[Bard 2nd Level Spells|bard (2nd)]], [[Illusionist 2nd Level Spells|illusionist (2nd)]]
 
}}
 
}}
Similar to blindness, the caster compels a creature to believe that they have been struck deaf, and are unable to hear any sound at all. This perception will continue to persist so long as the caster remains certain of the creature’s exact location—even if under a blanket or obscured by another creature.
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However, if the affected creature is completely removed from the caster's [[Line-of-sight|line of sight]] — whether hidden by a large natural feature, placed beyond a door, teleported and so on the deafness is dispelled and the creature regains hearing within two melee rounds,  allowing for their emotional and mental transition.  Only creatures that "hear" through vibration are unaffected by the spell.
 
 
However, if the creature affected is put completely out of the caster’s line of sight, whether hidden by a large natural feature, put beyond a door, teleported and so on, the deafness will be dispelled and the creature will be able to hear within two melee rounds (there is an emotional/mental transitional period).
 
  
Dispel magic or dispel illusion with counteract the effects of the spell—a phantasmal feature is not sufficient to fool an illusionist as to the location of the blinded creature.
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While the spell makes a target more vulnerable to attack, the deafness is immediately noticeable, causing the affected creature to raise an alarm at once. The penalty for advancing undetected upon a deafened person is -6 hexes.  Creatures affected are unbalanced by the sudden loss of hearing, suffering a -2 penalty to their [[Armour Class|armour class]]. The spell also disrupts the effects of [[Martial Spirit|martial spirit]], either by interfering with a [[Bard (class)|bard]]'s ability to play well or by preventing others from hearing.
  
Deafened creatures will be unbalanced so that they will suffer a –2 to their [[Armour Class|armour class]]. Moreover, the spell will counteract the effects of martial music, either by disrupting the ability of a [[Bard (class)|bard]] to play well, or by impeding the ability of others to hear.
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== Additional Effects ==
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Some creatures that rely greatly upon hearing to detect threats in darkness or beyond their line of sight lose a vital sense, making it easier to evade them. Some monsters use echolocation or sensitive hearing to track prey; whether this spell affects such creatures depends on whether their perception is based on sound waves or supernatural detection.
  
The spell will make an individual more approachable by an attacker, but the deafness will be apparent at once, causing any creature to immediately raise an alarm that something is very definitely wrong. The modifier for advancing upon a deafened person is -6 hexes.
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Since deafness is an illusion rather than a physical affliction, it cannot be cured by ordinary means. Healing spells that restore senses, such as cure blindness or similar magic, will have no effect because the affliction is not real. The victim is simply convinced they cannot hear, and only dispel magic or dispel illusion can break the effect.  
  
Only creatures that ‘hear’ by means of vibration will be unaffected by the spell.
 
  
[[Category: Lacks Image]]
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[[Category: Bardic Spells]][[Category: Illusionary Spells]][[Category: Reviewed]]

Latest revision as of 02:12, 5 September 2025

Deafness (spell).jpg

Deafness is an illusionary spell that causes the recipient to believe they have been struck completely deaf, rendering them unable to hear any sound. The effect is similar to the blindness spell in that it alters perception rather than physically affecting the target. The illusion persists as long as the caster remains aware of the target's exact location, even if they are concealed by an object, under a blanket or obscured by another creature. A successful saving throw negates the effect.

Deafness
Range 60 ft.
Duration see text
Area of Effect 1 creature per 2 levels
Casting Time 1 round
Saving Throw negates
Level bard (2nd), illusionist (2nd)

However, if the affected creature is completely removed from the caster's line of sight — whether hidden by a large natural feature, placed beyond a door, teleported and so on — the deafness is dispelled and the creature regains hearing within two melee rounds, allowing for their emotional and mental transition. Only creatures that "hear" through vibration are unaffected by the spell.

While the spell makes a target more vulnerable to attack, the deafness is immediately noticeable, causing the affected creature to raise an alarm at once. The penalty for advancing undetected upon a deafened person is -6 hexes. Creatures affected are unbalanced by the sudden loss of hearing, suffering a -2 penalty to their armour class. The spell also disrupts the effects of martial spirit, either by interfering with a bard's ability to play well or by preventing others from hearing.

Additional Effects

Some creatures that rely greatly upon hearing to detect threats in darkness or beyond their line of sight lose a vital sense, making it easier to evade them. Some monsters use echolocation or sensitive hearing to track prey; whether this spell affects such creatures depends on whether their perception is based on sound waves or supernatural detection.

Since deafness is an illusion rather than a physical affliction, it cannot be cured by ordinary means. Healing spells that restore senses, such as cure blindness or similar magic, will have no effect because the affliction is not real. The victim is simply convinced they cannot hear, and only dispel magic or dispel illusion can break the effect.