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Silence
Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
Of the hundreds of spells in the book, there are ~18 that aren't verbal. Most of them are cantrips, and/or suck or are useless in combat.
Err sure, short of getting some Lethe water, how precisely are you not going to metagame anything once you have done a play through?
Not to mention the fact that if you make a beeline for the Goblin camp (like you really ought to be doing), kill priestess Gut and her charming Ogre Pal, you can find the Puzzle, solve it and legitimately be in the Underdark without any particular prior knowledge. You could easily stumble upon it.
They are actually pretty good. Just create a dagger, you can throw it with a STR based character for decent damage (or great damage if it's a berserker barbarian) and silence ANY enemy without a resist chance.
Just because you have the everburning blade from the nautiloid it doesn't mean other weapons cannot have uses other than having higher DPT.
While the Everburning Blade is a nice weapon, it not being a +1 weapon really harms it. With a Sussur Greatsword you will do (on average) 1.5 points less damage, but hit 5% more often, not to mention that you can drop a candle (make sure it is lit) use your bonus action to dip the Sussur Greatsword and for the next couple of rounds it does the same as the Everburning Blade with the added advantage that it hits more often and does 1 point more of damage because of the +1.
In fact, it's fantastic.
And boy howdy does the Sussur weapon have utility.
A weapon that silences on-hit isn't exactly something you carry around "just in the off-chance" you need it. It's immediately useful in any fight with casters or creature with spellcasting capabilities. Which is a lot of them.
You want boring, we can just pay attention to the damage numbers and just go full WoW with it. Mm, it's so much fun when doing 30million damage doesn't mean anything anymore.
I'm actually surprised I never noticed it's not enchanted, guess my brain always read the +1D4 damage as weapon enchantment (as it would probably be in any non-D&D material). I just assumed all green and blue items were at least +1.
I think this may be on purpose, all the best weapons from act have no +1 enchantment (uncommon and even rare), and as such will lose a lot oe effectiveness once enemies start having common resistances in later acts.
Edit: I just checked, and this might be the case. Several of the uncommon (green) weapon DO have the damage adjusted to actually have +1, but not the +1 to roll or the actual "weapon enchantment +1" stat. I believe this is planned obsolecence so they can add more powerful tools early on without making future items irrelevant.