Difference between revisions of "Blindness (spell)"

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[[File:Blindness (spell).jpg|right|490px|thumb]]
 
[[File:Blindness (spell).jpg|right|490px|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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'''[[Blind (condition)|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 blind, they merely experiencethe sensation of blindness, 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 level
 
| area of effect = 1 creature per 3 [[Experience Level|levels]]
 
| area of effect = 1 creature per 3 [[Experience Level|levels]]
 
| casting time = 1 round
 
| casting time = 1 round
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| level = [[Illusionist 2nd Level Spells|illusionist (2nd)]]
 
| level = [[Illusionist 2nd Level Spells|illusionist (2nd)]]
 
}}
 
}}
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The target is entitled to a [[Saving Throws|save vs. magic]]. A successful save negates the effect entirely, allowing the creature to retain its sight. The spell can be counteracted by [[Dispel Magic (spell)|Dispel magic]] or [[Dispel Illusion (spell)|dispel illusion]], which both negate the effect.  Creatures that lack eyes to see cannot be affected by the spell.
  
Those who are blinded remain so as long as they're within the caster's line-of-sight.  Creatures 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 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.
  
[[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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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.
  
Creatures without eyes cannot be affected.
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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]]

Revision as of 03:09, 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 experiencethe sensation of blindness, 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)

The target is entitled to a save vs. magic. A successful save negates the effect entirely, allowing the creature to retain its sight. The spell can be counteracted by Dispel magic or dispel illusion, which both negate the effect. Creatures that lack eyes to see cannot be affected by the spell.

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)