Difference between revisions of "Blindness (spell)"

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[[File:Blindness (spell).jpg|right|490px|thumb]]
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[[File:Blindness (spell).jpg|right|525px|thumb]]
'''[[Blind (condition)|Blindness]]''' potentially strikes a victim with an utter inability to see — from their perspective, being plunged into darkness. Recipients are allowed a [[Saving Throws|save vs. magic]], in which case the spell fails and the recipient retains his or her sight.  The effect is an [[Illusion|illusion]]; the affected creature isn't really blind.
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'''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|illusion]]. The affected creature isn't really [[Blindness (condition)|blind]] — they merely experience the sensation, with their eyes being physically unharmed.
  
 
{{Spelltable
 
{{Spelltable
 
| name = Blindness
 
| name = Blindness
 
| range = 30 ft.
 
| range = 30 ft.
| duration = see text
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| duration = 3 [[Combat Round|rounds]] per [[Experience Level|level]]
| area of effect = 1 creature per 3 [[Experience Level|levels]]
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| area of effect = 1 creature per 3 levels
 
| casting time = 1 round
 
| casting time = 1 round
 
| save = negates
 
| save = negates
 
| level = [[Illusionist 2nd Level Spells|illusionist (2nd)]]
 
| level = [[Illusionist 2nd Level Spells|illusionist (2nd)]]
 
}}
 
}}
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__TOC__
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The target is entitled to a [[Saving Throws|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.
  
Those who are blinded remain so as long as they're within the caster's line-of-sightCreatures who are shuttled away by allies into another room, or whose person is somehow hidden behind an obstruction, are able to regain their sight within two rounds.  This also applies if the caster takes cover or moves out of sight.
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The spell can be counteracted by [[Dispel Magic (spell)|dispel magic]] or [[Dispel Illusion (spell)|dispel illusion]], either of which will immediately restore vision by breaking the false sensory impression imposed upon the mindUnlike physical blindness, which might leave lingering disorientation or damage, the restoration is instantaneous, as though the blindness had never been experienced.
  
[[Dispel Magic (spell)|Dispel magic]] or [[Dispel Illusion (spell)|illusion]] counteract the spell's effects, as is the conjuring of any physical object between the caster and the blinded creature, such as a [[Wall of Stone (spell)|wall of stone]] or [[Wall of Fog (spell)|fog]]. An illusion like [[Phantasmal Feature (spell)|phantasmal feature]] is insufficient.
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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.
  
Creatures without eyes cannot be affected.
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== Reaction ==
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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 [[Crashes & Collisions|colliding]] with obstacles. In some cases, it may be appropriate to determine if a [[Malady Checks|malady]] has occurred.
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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|helpless defenders]].  If told by a voice to surrender themselves, there's a 19 in 20 chance that they will do so at once.
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Characters attempting to fight usually do so at a tremendous disadvantage.  [[Armour Class|Armour class]] is reduced by 4 points, while [[Roll to Hit|rolls to hit]] suffer a -8 penalty.  There are various sage abilities possessed by monks and others that can help compensate for blindness.
  
== Reaction ==
 
Blinded creatures will panic when affected, either freezing in place (60%) or turning to run and falling (40%).  In the case of the latter, the creature suffers 1-4 [[Damage (hit points)|damage]] from a stumble or [[Crashes & Collisions|colliding]] with something.  The creature will be unable to take any defensive action at all '''for 2-8 rounds''', being reduced to a [[Helpless Defenders|helpless defender]] — and if threatened or attacked, is 95% likely to surrender at once.
 
  
Once the initial shock has worn off, they may attempt to defend themselves, though their [[Armour Class|armour class]] is reduced by 4 pts. and their chance [[Roll to Hit|to hit]] suffers a penalty of -8.
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See [[Heightened Senses (sage study)]]
  
[[Category: Illusionary Spells]]
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[[Category: Illusionary Spells]][[Category: Reviewed]]

Latest revision as of 03:27, 19 March 2025

Blindness (spell).jpg

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.

Blindness
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.


See Heightened Senses (sage study)