Difference between revisions of "Improved Invisibility (spell)"

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(Created page with "'''Improved Invisibility''' is similar to the 2nd level spell invisibility, in that it allows the caster to cause a single creature to vanish complete...")
 
 
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'''Improved Invisibility''' is similar to the 2nd level spell [[Invisibility (spell)|invisibility]], in that it allows the caster to cause a single creature to vanish completely from sight, including all equipment the individual carries or wears.
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[[File:Improved Invisibility (spell).jpg|right|525px|thumb]]
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'''Improved Invisibility''' is a spell that allows the caster to render a single creature completely unseen, including all equipment the target carries or wears. This effect functions similarly to [[Invisibility (spell)|invisibility]], but with a crucial difference — taking action, whether aggressive or otherwise, does not immediately end the spell.
  
 
{{Spelltable
 
{{Spelltable
 
| name = Improved Invisibility
 
| name = Improved Invisibility
 
| range = touch
 
| range = touch
| duration = 4 rounds +1 round/level
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| duration = 4 [[Combat Round|rounds]] +1 round/[[Experience Level|level]]
 
| area of effect = 1 creature
 
| area of effect = 1 creature
| casting time = 2 [[Combat Round|rounds]]
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| casting time = 2 rounds
 
| save = none
 
| save = none
 
| level = [[Illusionist 4th Level Spells|illusionist (4th)]]
 
| level = [[Illusionist 4th Level Spells|illusionist (4th)]]
 
}}
 
}}
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__TOC__
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The affected creature may move freely, make noise, interact with objects and [[Attacking in Combat|attack]] without breaking the invisibility. However, if the invisible creature directly attacks another, they will briefly become partially visible for one round. During this time, their form will shimmer translucently, allowing opponents to strike them at a –2 penalty [[Roll to Hit|to hit]]. If the invisible creature refrains from further attacks after this moment, they will return to complete invisibility at the start of their next round.
  
However, unlike invisibility, the spell is not broken if the affected creature takes any kind of action, aggressive or otherwise. The invisible creature may make sound, adjust objects or attack persons at will.
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Despite the advantages of improved invisibility, the spell does not provide protection against area-effect spells, which still affect the invisible target normally. Additionally, any spell that requires sight to be cast upon a target will allow the invisible creature a [[Saving Throws|saving throw]] against magic, even if the spell would not normally permit one, such as [[Magic Missile (spell)|magic missile]]. This saving throw is made with a +2 modifier.
  
However, it must be noted that where individuals are directly attacked by those affected by improved invisibility, the invisible person will become marginally visible for a period of one round. In such cases, the invisible creature will shimmer translucently, and for that one round (the enemies’ move after the attack has been made) can be attacked at –2 to hit. The invisible creature will, however, revert to full invisibility if they do not continue to attack.
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The spell can still be countered by [[Detect Invisibility (spell)|detect invisibility]] and [[Detect Illusion (spell)|detect illusion]], which will reveal the presence of the unseen creature. Opponents who become aware of an invisible creature's location may attempt to strike them if they can correctly identify the target's [[Combat Hex|hex]], though melee attacks suffer a –4 penalty to hit, and [[Missile Weapons|missile attacks]] incur a –8 penalty.
  
Area effect spells are particularly effective against invisible persons, and the spell does not offer any improved defense in such cases. However, in any spell that targets its opponent by sight, the invisible person is always entitled to a [[Saving Throws|saving throw]] against magic (even if the spell would not normally offer one, such as [[Magic Missile (spell)|magic missile]]), and that saving throw is given a +2 modifier.
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A recipient cannot be made invisible against its will.
  
[[Detect Invisibility (spell)|Detect invisibility]] or [[Detect Illusion (spell)|detect illusion]] will still detect a creature affected by improved invisibility.
 
  
Once made aware of the presence of an invisible creature (that has remained completely invisible), opponents may attempt to hit if within reach (and if they have identified the correct [[Combat Hex|hex]] to attack, with a –4 adjustment to their [[Roll to Hit|‘to hit’ die]]; those [[Missile Weapons|firing missiles]] at an invisible target suffer a –8 penalty to hit.
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[[Category: Illusionary Spells]][[Category: Reviewed]]
 
 
Creatures cannot be made invisible against their will.
 

Latest revision as of 22:40, 16 February 2025

Improved Invisibility (spell).jpg

Improved Invisibility is a spell that allows the caster to render a single creature completely unseen, including all equipment the target carries or wears. This effect functions similarly to invisibility, but with a crucial difference — taking action, whether aggressive or otherwise, does not immediately end the spell.

Improved Invisibility
Range touch
Duration 4 rounds +1 round/level
Area of Effect 1 creature
Casting Time 2 rounds
Saving Throw none
Level illusionist (4th)

The affected creature may move freely, make noise, interact with objects and attack without breaking the invisibility. However, if the invisible creature directly attacks another, they will briefly become partially visible for one round. During this time, their form will shimmer translucently, allowing opponents to strike them at a –2 penalty to hit. If the invisible creature refrains from further attacks after this moment, they will return to complete invisibility at the start of their next round.

Despite the advantages of improved invisibility, the spell does not provide protection against area-effect spells, which still affect the invisible target normally. Additionally, any spell that requires sight to be cast upon a target will allow the invisible creature a saving throw against magic, even if the spell would not normally permit one, such as magic missile. This saving throw is made with a +2 modifier.

The spell can still be countered by detect invisibility and detect illusion, which will reveal the presence of the unseen creature. Opponents who become aware of an invisible creature's location may attempt to strike them if they can correctly identify the target's hex, though melee attacks suffer a –4 penalty to hit, and missile attacks incur a –8 penalty.

A recipient cannot be made invisible against its will.