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, Assassin 4 |
| Range | Touch (2.25 m) |
| Components | Verbal and somatic |
| Can be aimed at | yourself, a creature, an item or a placeable |
| Concentration | Damage can interrupt the casting |
| Area of Effect / Target | Single |
| Duration | 1 turn (1 minute) per caster level. Extend doubles it. |
| Additional Counter Spells | Invisibility Purge |
| Save | Harmless |
| Spell Resistance | No |
| Metamagic allowed | Extend (Bard, Wizard or Sorcerer only), Quicken (Wizard or Sorcerer; Bard or Assassin with Automatic Quicken Spell II), Silent (Bard, Wizard or Sorcerer; Assassin with Automatic Silent Spell II), Still (Bard, Wizard or Sorcerer; Assassin with Automatic Still Spell II). The Automatic feats need level 9 spells, so a Bard or Assassin takes them only with a second class that casts them |
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
