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Now if only the person leaving jesters would stop. I really hate getting free points. :(
Locks them in place, they are restrained so your melee have advantage on attacks & the silence makes them unable to cast.
Ah, a person of distinction and class I see :)
I used silence quite extensively in Acts 1 and 2 on HM as a precaution, mostly in the Goblin Sanctum and Tower as "opener" on the "friendly" enemies to make sure that enemies can't call for help (well, unless they are linked); plus get an advantage and often a surprise round.
Hide and unlink the own group outside the enemy views, cast silence with Shadowheart (or whomever, I just had her with silence...) on a group of enemies (i.e. the Goblins like to be in small groups) which gets the Narrator in that little scene to inform you that you made an act of aggression (etc.), then switch to the others (before choosing any responding dialogue option) and sneak-attack the one in quarrel with Shart. That often (not always, but often enough to be a useful strategy, for me at least) triggered the surprise round. Then come in with the rest of the team and whack 'em real good...
The extra round alone gave a nice advantage plus sneak-attacking the surprised enemies for the attack roll with advantage and the extra crit damage from the Assassin. It is however a somewhat slow approach, so not suited for the ADHD player.
Bonus: casting silence outside of combat counts as ritual spell and doesn't even use/waste a spell slot.
By Act 3 it wasn't necessary anymore as the group was considerably stronger, but I found that quite nice on the lower levels.