The most common and widely-used spell in Dungeons and Dragons 5e is the blindness 5e spell.
It’s also used by many other roleplaying games, from Pathfinder to Warhammer Fantasy Battles.
You may be familiar with the word blind.
This is a magical spell that causes blindness.
The spell requires an action to cast, but can be used in any direction.
A successful check can cause the target to become blind, with all its senses and abilities temporarily lost.
A failed check has no effect.
When the spell ends, the target’s eyesight returns to normal.
It takes an additional 1d6 points of damage per caster level (maximum 10d6) for each level above 1st.
There are two ways to cast the spell, one that requires you to concentrate on it for 1 minute, and one that allows you to cast it while moving.
Concentration is the most common form of the spell.
You can use it to cast an effect on a creature you can see or hear.
The DC to resist the spell is equal to 10 + your caster level + your Charisma modifier.
You cast the blinded spell on yourself if you can do so without affecting the target or being incapacitated.
The other way is to concentrate and cast the Blindness spell on an ally.
This can be done while moving and even while on the move, and only takes an extra minute or two.
If the caster is incapacitated, the blinded effect will take effect and the target will be blinded until the end of your next turn.
Blindness 5E has three subraces: Blind, Normal, and Paralyzed.
The blindness subrace is only available to the blind.
It costs 10 gp per level, but the caster gains a +2 bonus to AC and to their Reflex saves and the spell has a range of 60 feet.
The normal subrace costs 20 gp per character level, and has a DC of 16 + your spellcasting ability modifier.
Paralyzed is available to all characters who are not blinded.
Each character can choose one of the subrides, and they cannot have more than one subride.
You gain the benefits of the normal subriding if you’re blind, or the normal, blind, and paralyzed subrisions if you are blind.
The Blindside subrace doesn’t work, and the Paralyzed subrace can’t be used.
A creature who has both subrided spells can still cast a blinded spell.
The DM decides which subridden spell is cast when the spell starts.
Blind is a spell of 1st level and is used to target one creature.
Normal is used on two or more creatures.
Paralyzing is used only on one or more.
When a target is affected by a blinded or paralyzed spell, that target’s speed is reduced by 10 feet until the start of your turn.
You must be able to see the target in order to target it with a blind or paralyzed 5e effect.
The effect ends if the target leaves the area or the effect ends.
Blind and paralyzed are two different spells, and you can cast either spell by concentrating and then casting the other.
If you’re concentrating on the spell and the opponent is incapacitating you, you can use your reaction to make a ranged touch attack with a +1 melee weapon against the incapacitated target.
If that attack hits, the incapacitating target must succeed at a Fortitude save or be blinded for 1d4 rounds.
If this succeeds, the Blindside effect ends for the incapacitant.
If it fails, the paralyzing effect ends and the incapacitation ends for both you and the subject.
The Paralyzed effect only affects creatures with the Paralyzing subtype.
Paralytic effects affect one creature per level and the DC is equal as the Blind side spell’s DC.
Blinds and paralyzed creatures are both treated as having a -1 penalty on attack rolls.
The paralyzing spell also has a 50% chance of failing if the paralytic effect has a saving throw.
If a creature fails a saving die, it can make a Fortification check equal to its Hit Dice + your Constitution modifier.
On a failure, it falls unconscious.
Paralyze is used when a target fails a Fortifying check with a spell.
If at least half of the creatures hit roll a 10, it is incapacited for 1 round.
If none of the targets roll a 6 or lower, the spell fails and the paralyzed creature is incapacitate for 1 hour.
If an incapacitated creature fails its Fortifying save and its save is failed, the paralysis effect ends but the subject is blinded for another 1 round, at which point it is immune to this effect for 24 hours.
The creature can still be affected by spells that affect blind creatures or paralyzed creatures, and it can still use the paralyzed ability if it was paralyzed by a spell with the same name as a blinded 5e.
Paralyted creatures cannot