Deafness
(Illusion/Phantasm)


L^: i2
-
R#: 6"
-
D^: S
C^: v.s.m
-
CT: 2
-
S^: Neg.
A^: One creature
-
-
-

Effect: The deafness spell causes the recipient creature to become totally deaf and unable to hear any sounds (cf. blindness).

This deafness can be done away with only by means of a dispel magic or by the spell caster.
<correct? should that be dispel illusion, above?>

MC: Beeswax.

Q: What are the effects of blindness
and deafness on spell-casting?
A: Blinded creatures are unable to cast any
spell that requires a target, but spells that
can be cast on an area (such as fireball) or
delivered by touch (such as cure light
wounds) may still be used. Deafness can
cause spells with verbal components to be
miscast and fail. The failure chance is up
to you, but it shouldn?t exceed 20% (less
for spells with short casting times). The
cleric spell holy word has a deafness effect
that causes spells to fail 50% of the time;
this is due mostly to the extreme power of
the holy word, not merely the deafness.
(150.9)

Q: How do blindness (such as from
cause blindness) and deafness each
affect spell-casting?
A: Blinded creatures are unable to cast any
spell that requires a visible target (such as
magic missile). Spells that can be cast on
an area (such as fireball) or delivered by
touch (such as cure light wounds) are still
usable.
Deafness can cause spells with verbal
components to be miscast and fail. The
failure chance is up to the DM, but it
shouldn?t exceed 20% (less for spells with
short casting times). A 2% cumulative
failure chance per segment of spell-casting
is suggested. The spell holy word has a
deafening effect that causes spells to fail
50% of the time. This is due mostly to the
extreme power of the holy word, not
merely the condition of deafness.
(153.6)