Blindness/Deafness
NecromancyYou can blind or deafen a foe. Choose one creature that you can see within range to make a constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a constitution saving throw. On a success, the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Spell Details
Player Guide
Target enemies with poor Constitution saves (wizards, sorcerers, bards) to maximize success rates. Blinding is generally superior to deafening since most abilities don't rely on hearing, and blindness imposes disadvantage on attacks while giving allies advantage. Combine with concentration-dependent control spells cautiously, or use when your allies have ranged advantage. Position blinded enemies away from your melee fighters to prevent advantageous opportunity attacks.
Spell Combos
DM Tips
Blindness heavily restricts monster effectiveness; consider giving important enemies advantage on saves or using earlier in combat. Remember the spell requires concentration and lasts up to 1 minute with no guaranteed duration without repeated saves.