Silence
- Spell Level: Level 2
- Available Classes: Bard, Cleric, Ranger, Warlock (The Undying, The Eternal)
- Casting Time: 1 action (can also be cast as a ritual)
- Range/Area: 120 feet (20-foot sphere)
- Duration: 10 minutes (100 rounds)
- Damage/Effect: Control
- School of Magic: Illusion
- Attack/Saving Throw: None
- Components: V, S
- Spell on DnD Beyond
What sounds like the ultimate tool against all spellcasters at first glance often turns out to be a disappointment in practice. Because: Anyone in the zone can simply walk out again.
While the area of silence, where no magic can be cast, has a relatively large diameter of 40 feet, there are many combat situations where this can often be left with little effort. Additionally, the blockade only applies to spells that require verbal components. Furthermore, spells from outside the sphere that deal thunder damage do not work.
The spell is most effective if you can hold the target in the zone, such as through melee actions or additional spells, which often requires coordination. Or in confined spaces that don’t allow much movement. Against melee fighters or non-casting opponents, it is also completely useless.
The sensible application possibilities of the spell are therefore limited and depend heavily on the existing situations. Often, these cases can also be resolved more easily with less effort, which is why it is better to rely on other spells.
Do you know any other spells that are completely overrated but are still taken again and again? Please feel free to write them in the comments. At the same time, there are also some spells in Dungeons & Dragons that are often underestimated. We have compiled 5 of them in the following post: Here are 5 unassuming spells in Dungeons & Dragons that are much stronger than they seem