Invisibility Sphere
The caster brings into being a zone of invisibility that travels with him for the duration of the spell. All allies within the spell's area of effect are rendered invisible, but not to each other. Those that leave the sphere are visible once more.
| School | Illusion (opposed by Enchantment) |
| Spell level | Bard 3, Wizard and Sorcerer 3 |
| Range | Personal - 0 metres, or 2.25 when aimed at another creature |
| Components | Verbal and somatic |
| Can be aimed at | yourself or an item |
| Area of effect | 6.7 metre radius |
| Concentration | Casting can be disrupted by damage |
| Duration | 1 Turn / Level |
| Additional Counter Spells | Invisibility Purge |
| Save | Harmless |
| Spell Resistance | No |
| Metamagic allowed | Extend, Quicken, Silent, Still |
How it works
- The area lasts one turn per caster level. Extend doubles that, and Empower adds half again.
Where it comes from
Cleric domain: Trickery (level 3).
See also
- Magic - save DCs, saving throws and when you cannot cast
- Spells
- Classes