BlindnessLvl 2 Necromancy |
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Limit a foe's sight range. It is easier to hit, and the creature will miss more often. Attack Rolls against it have Advantage and the foe attacks with Disadvantage.
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Blindness is a Spell in Baldur's Gate 3. Blindness is a Lvl 2 Spell from the Necromancy school. Spells can be used for dealing damage to Enemies, inflict Status Ailments, buff Characters or interact with the environment.
Blindness Information
- Description: Limit a foes sight range. It is easier to hit, and the creature will miss more often. Attack Rolls against it have Advantage and the foe attacks with Disadvantage.
- Level: Lvl 2 spell
- School: Necromancy School
- Casting Time:
Action
- Duration: 10 turns
- Range: 18m
- Requires Concentration: No
- Saving Throw: Constitution
How to Acquire Blindness
- Blindness can be acquired by the following classes:
- Blindness can be cast by using the following Items:
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Blindness Tips & Notes
- Upcast: Affects one additional creature per slot level 3rd or above.
Blinded: Ranged attacks and spells have a range of 3 m and Attack Roll suffer Disadvantage. Attack Rolls against Blinded creatures have Advantage.
Saving Throw: At the end of each of its turns, the target can make a CON Save. On a success, the spell ends.
- Anonymous
- Anonymous
- Anonymous
In a fight I spammed lesser restoration on my rogue character, and they got blinded again 4 times. The spell makes rogues especially useless for 10 turns because they cannot sneak attack and usually have very low CON so it practically lasts the entire duration. The Knights of the Shield Hideout area fight is very hard because of this singular spell. It was funny at first now I'm just sad. Not to mention the Fear spam and Hold Person Spam. I commend all the Tactician Difficulty players who beat this first try because of this spell making it so hard.
- Anonymous
This spell is absolutely broken. No concentration, blind for 10 rounds, no follow-up saves. Yeah yeah I know it's not tabletop, but, if you're going to base the spell on tabletop, then maybe give a saving throw every round like it should have. Shockingly, it has the full 10 round duration that it has in 5E instead of 2 rounds like most things with 1m duration, but without follow-up saves, it's just ridiculous.
This is the best low level CC spell as it works even on powerful enemies and does not require concentration. This turned the tide in the Hag fight and the Gith patrol fight for me.
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