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    Quick Answer

    Silence is a 2nd-level illusion spell for Bards, Clerics, and Rangers that can be cast as a ritual. For up to 10 minutes (concentration), no sound can be created in or pass through a 20-foot-radius sphere centered on a point within 120 feet. Creatures and objects entirely inside are immune to thunder damage, creatures entirely inside are deafened, and nobody inside can cast a spell with a verbal component. There is no saving throw.

    Overview

    Silence makes a 40-foot-wide bubble where sound doesn't exist. Its main use in combat is shutting down spellcasters. Most spells have a verbal component, and a creature inside the sphere can't cast any of them.

    The spell has no save and no attack roll. Magic Resistance and Legendary Resistance do nothing against it, because the target never rolls. A caster caught inside either walks out, which costs movement and often its position, or fights without most of its spells.

    It has limits. The sphere sits on a fixed point and doesn't follow anyone. A caster can step out of it, and spells cast from outside work normally, including spells aimed at targets inside. Abilities that aren't spells, such as a breath weapon or the 2024 mage's Arcane Burst, are unaffected. And Counterspell has only a somatic component, so an enemy inside can still counter your spells.

    Stat Block

    PropertyValue
    Level2
    SchoolIllusion
    Casting Time1 action
    Range120 feet
    ComponentsV, S
    MaterialNone
    DurationUp to 10 minutes
    ConcentrationYes
    RitualYes
    Save/AttackNone
    ClassesBard, Cleric, Ranger

    When NOT to Use This

    • •The enemy caster stands at the edge of the room and can walk out of a 20-foot radius in one move.
    • •Your own casters are next to the enemy. Your Bard, Cleric or Wizard can't cast verbal spells inside the sphere either.
    • •The enemy's damage doesn't come from spells. A 2024 mage or archmage attacks with Arcane Burst, which isn't a spell.
    • •You need your concentration for something else. Silence competes with Spirit Guardians, Bless and Hold Person.

    Spell Slot Efficiency

    MetricAssessment
    Slot EfficiencyVery high against a spell-dependent caster. Close to zero against monsters that don't cast spells.
    Action EconomyOne action can take away most of an enemy caster's options for as long as it stays inside.
    Opportunity CostConcentration for up to 10 minutes. Cast as a ritual outside combat, it costs no slot at all.

    When worth the slot: A boss spellcaster stuck in melee with your fighters, or a group of cultists guarding a doorway.

    When NOT worth the slot: Monsters that rely on weapons, breath weapons or other non-spell abilities.

    Upcasting

    Silence has no higher-level effect in either edition. Casting it with a higher slot changes nothing.

    Pro Tips

    Tip #1: Center it so the caster has the longest walk out.

    Why it works: The sphere has a 20-foot radius. A caster at the center needs 20 feet of movement to leave, and your melee allies can make that walk cost an opportunity attack or two.

    This avoids the mistake of: Clipping the caster with the edge of the sphere so it takes one step and casts.

    Tip #2: Keep your fighters on the caster.

    Why it works: Silence works best when the caster is already in melee. To get out, it has to move away from your fighters and provoke opportunity attacks. If it is grappled, its speed is 0 and it can't leave at all.

    This avoids the mistake of: Silencing a caster with nobody nearby to stop it from walking away.

    Tip #3: Cast it from outside the sphere.

    Why it works: Range is 120 feet. You don't need to be inside, and staying out means your own verbal spells still work.

    This avoids the mistake of: Standing in your own Silence and losing access to Healing Word and Cure Wounds.

    Tip #4: Use the ritual for stealth.

    Why it works: Sound can't pass through the sphere, so guards outside won't hear a door being forced or a fight inside it. Cast as a ritual, it takes 10 extra minutes and no spell slot.

    This avoids the mistake of: Spending a 2nd-level slot on a sneaking job that had time for a ritual.

    Common Mistakes to Avoid

    Thinking it stops all magic

    Why it's bad: It stops spells with verbal components cast inside the sphere. Spells cast from outside work. Spells with only somatic or material components work. Monster abilities that aren't spells work.

    Do this instead: Read the enemy's stat block. Count which of its threats are verbal spells.

    Forgetting Counterspell is somatic-only

    Why it's bad: Counterspell has only a somatic component in both editions. A lich, mage or archmage inside your Silence can still counter your spells.

    Do this instead: Expect the counter. Bait it with a cheaper spell before your important one.

    Thinking it gives a save

    Why it's bad: There is no saving throw. Players sometimes let the target roll anyway, which throws away the spell's best feature.

    Do this instead: If the creature is entirely inside, the effects apply.

    Expecting thunder immunity for someone half inside

    Why it's bad: Only creatures and objects entirely inside the sphere are immune to thunder damage, and only creatures entirely inside are deafened.

    Do this instead: Move fully into the sphere before an enemy's Thunderwave or Shatter.

    Usage Tips

    • •What a 2014 mage loses: Every spell on the 2014 mage's list has a verbal component except Counterspell. Fire Bolt, Shield, Misty Step, Fireball, Greater Invisibility and Cone of Cold are all blocked. It keeps its dagger and Counterspell.
    • •What a 2024 mage keeps: The 2024 mage makes three Arcane Burst attacks with its Multiattack, for 16 force damage on each hit. Those are attacks, not spells. Silence takes away its Fireball, Cone of Cold, Misty Step and Shield, but not most of its damage.
    • •Against a lich: The 2014 lich loses nearly all its spells, including Power Word Kill and Dimension Door. Its Paralyzing Touch and its non-cantrip legendary actions (Paralyzing Touch, Frightening Gaze, Disrupt Life) aren't spells, so they still work. The 2024 lich keeps Eldritch Burst, Paralyzing Touch, Deathly Teleport and Disrupt Life. Its Frightening Gaze casts Fear, which has a verbal component, so it is blocked.
    • •Against an archmage: The archmage has Magic Resistance, which only helps on saves. Silence has no save. A 2014 archmage loses Misty Step, Teleport and Time Stop, so it has to walk out.
    • •Against cultists: Every spell the cult fanatic can cast has a verbal component. The 2014 version loses Sacred Flame, Command, Inflict Wounds, Hold Person and Spiritual Weapon and keeps its daggers. The 2024 version loses Command, Hold Person and Spiritual Weapon and keeps its Pact Blade.
    • •Thunder immunity: Anything entirely inside the sphere takes no thunder damage. That includes objects. A door inside the sphere is immune to Shatter.
    • •Deafened: A deafened creature can't hear and automatically fails ability checks that require hearing. The wording is the same in 2014 and 2024. See the deafened condition guide.
    • •Related guides: Counterspell, Dispel Magic, Thunderwave, Shatter and concentration. Browse the full spell guide index.

    Rules Notes

    • •The sphere has a 20-foot radius, centered on a point within 120 feet. It doesn't move.
    • •No sound can be created inside it or pass through it.
    • •Creatures and objects entirely inside are immune to thunder damage.
    • •Creatures entirely inside are deafened.
    • •Casting a spell with a verbal component is impossible inside the sphere.
    • •There is no saving throw, and there is no upcast effect.
    • •It is a ritual. Ritual casting takes 10 minutes longer and uses no slot.

    Synergies

    • •Grapples: A grappled caster's speed is 0, so it can't walk out of the sphere.
    • •Web: A restrained caster also has speed 0. Web plus Silence on the same spot traps a caster with no verbal spells. Both need concentration, so two casters have to split them.
    • •Command: "Approach" pulls a caster toward you, which can drag it into a sphere you placed earlier. Cast Command from outside the sphere, since Command has a verbal component.
    • •Thunder-heavy enemies: Fully inside the sphere, your party takes no thunder damage.

    Anti-Patterns

    • •Centering it on your own frontline when your Cleric needs to heal there.
    • •Casting it on a monster with no spells.
    • •Placing it at the edge of a room so the caster can step out.

    Tactical Modules

    • •Caster lock: Your fighter engages the enemy caster, then you drop Silence centered on the caster.
    • •Quiet breach: Ritual-cast Silence on a door or gate before forcing it, so guards on the other side don't hear the noise.
    • •Thunder shield: Before an enemy known for thunder damage acts, put your party fully inside the sphere.

    Countermeasures

    • •Threat: The caster walks out. Response: Grapple or restrain it. Fallback: Use your fighters' opportunity attacks as it leaves.
    • •Threat: An enemy outside dispels the sphere. Response: Kill or silence the support caster first. Fallback: Recast if the target is still the main threat.
    • •Threat: An enemy breaks your concentration. Response: Cast from far back. The range is 120 feet. Fallback: Recast if you have another slot.

    Silence in the 2024 Rules

    The 2024 Player's Handbook keeps Silence almost word for word. It is still a 2nd-level illusion spell for Bards, Clerics and Rangers with the same 120-foot range, 20-foot-radius sphere, 10-minute concentration, thunder immunity, deafening and ban on verbal spells. The casting time reads "Action or Ritual".

    The bigger changes are in the surrounding rules. In 2014, only classes with a Ritual Casting feature (Bards and Clerics among Silence's casters) could cast it as a ritual, so Rangers couldn't. In 2024, anyone who has a ritual spell prepared can cast it as a ritual. The 2024 monster stat blocks also move a lot of caster damage from spells to attacks like Arcane Burst and Eldritch Burst, which Silence doesn't stop.

    In the 2014 rules, Circle of the Land druids with the desert land type always have Silence prepared from druid level 3. The 2024 SRD's land types don't include it.

    Frequently Asked Questions

    What does Silence do in 5e?

    Silence creates a 20-foot-radius sphere within 120 feet where no sound exists for up to 10 minutes. Creatures inside are deafened, everything fully inside is immune to thunder damage, and no one inside can cast a spell with a verbal component.

    Does Silence stop spellcasting in 5e?

    It stops spells with a verbal component cast by a creature inside the sphere. Spells with only somatic or material components still work, and so does any spell cast from outside the sphere.

    Can you cast Counterspell in Silence in 5e?

    Yes. Counterspell has only a somatic component in both 2014 and 2024. An enemy inside your Silence can still counter you, and you can still counter from inside.

    Is there a saving throw against Silence in 5e?

    No. The effects apply to any creature entirely inside the sphere. Magic Resistance and Legendary Resistance don't help, since there is no save to roll.

    Does Silence make you deafened in 5e?

    Yes, while you are entirely inside the sphere. A deafened creature can't hear and automatically fails ability checks that require hearing. The condition works the same way in 2014 and 2024.

    Does Silence move with you in 5e?

    No. It is centered on a point you choose when you cast it. Creatures can leave it, and the sphere stays where it is.

    Can Silence be cast as a ritual in 5e?

    Yes, it has the ritual tag. In the 2014 rules you need a Ritual Casting feature, which Bards and Clerics have and Rangers don't. In 2024, any caster with Silence prepared can cast it as a ritual.

    Does Silence stop thunder damage in 5e?

    Yes, for creatures and objects entirely inside the sphere. They are immune to thunder damage. A creature partly outside the sphere takes thunder damage normally.


    Citations: SRD 5.1 (2014 rules), SRD 5.2.1 (2024 rules)

    Includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, licensed under CC BY 4.0.

    This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.

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