Improved Invisibility
The target creature becomes invisible and impossible to detect using normal vision. After attacking or casting spells the target creature will become partially visible and detectable by enemies, but still retain a 50% cover bonus.
| School | Illusion (opposed by Enchantment) |
| Spell level | Bard 4, Wizard and Sorcerer 4 |
| Range | Touch - 2.25 metres |
| Components | Verbal and somatic |
| Can be aimed at | yourself, a creature, an item or a placeable |
| Concentration | Casting can be disrupted by damage |
| Area of Effect / Target | Single |
| Duration | 1 Turn / Level |
| Additional Counter Spells | Invisibility Purge |
| Save | Harmless |
| Spell Resistance | No |
| Metamagic allowed | Extend, Quicken, Silent, Still |
How it works
- It lasts one turn per caster level, and Extend doubles that.
Improved Invisibility
- It lasts one turn per caster level, and Extend doubles that.
Improved Invisibility
- It lasts one turn per caster level, and Extend doubles that.
Where it comes from
Cast by a feat: Improved Invisibility.
Cleric domain: Trickery (level 5).
See also
- Magic - save DCs, saving throws and when you cannot cast
- Spells
- Classes