Invisibility
The target creature becomes invisible and impossible to detect using normal vision. Any attack or spellcasting action taken by the invisible creature will immediately cancel the invisibility.
| School | Illusion (opposed by Enchantment) |
| Spell level | Bard 2, Wizard and Sorcerer 2 |
| 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 | See Invisibility |
| Save | Harmless |
| Spell Resistance | No |
| Metamagic allowed | Extend, Quicken, Silent, Still |
How it works
Invisibility
- It lasts one turn per caster level, and Extend doubles that.
Invisibility
- It lasts one turn per caster level, and Extend doubles that.
Where it comes from
Cast by a feat: Invisibility.
Cleric domain: Trickery (level 2).
See also
- Magic - save DCs, saving throws and when you cannot cast
- Spells
- Classes