Greater Invisibility

Level 4 Illusion spell available to Bards, Sorcerers, and Wizards. Ten turns of Invisibility that does not automatically end when you attack. Advantage on every attack you make, Disadvantage on every attack against you, for as long as the Stealth checks hold.

Spell description: Turn a creature Invisible. Attacks against it have Disadvantage. It attacks with Advantage. Invisibility breaks when you fail increasingly harder Stealth Checks on attacking, casting spells, or interacting with items.

Spell properties

  • Range: Melee: 1.5m (5ft)
  • Duration: 10 turns
  • Concentration spell
  • Conditions applied: Greater Invisibility. Attacks against the creature have Disadvantage, its own attacks have Advantage, and acting only breaks it on a failed Stealth Check.
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Casting Greater Invisibility at higher levels provides no additional benefits.

How to obtain Greater Invisibility

  • Bard, Sorcerer, Wizard at Class level 7
  • Circle of the Land Druids (Underdark) and The Archfey and The Hexblade Warlocks at Class level 7

Source item: Scroll of Greater Invisibility

GREATER INVISIBILITY

Level 4 Illusion Spell

Turn a creature Invisible. Attacks against it have Disadvantage. It attacks with Advantage. Invisibility breaks when you fail increasingly harder Stealth Checks on attacking, casting spells, or interacting with items.

Range: Melee (1.5m) Duration: 10 turns

CONDITION: GREATER INVISIBILITY

Duration: 10 turns

Condition: Greater Invisibility

  • Attack Rolls have Advantage.
  • Attack Rolls against the creature have Disadvantage.
  • Attacking, casting, or interacting with items requires a Stealth Check (DC 15, rising by 1 per success) to stay Invisible.

When to cast Greater Invisibility

Put it on the character who attacks the most. A Fighter with three attacks per turn, or a Rogue who wants Sneak Attack on every swing, gets Advantage on all of them. Advantage on the attacker plus Disadvantage on everyone hitting back is close to the best buff in the game.

The Stealth checks start at DC 15 and go up by one each time you pass, so it will eventually fail, but on a character with decent Dexterity you get a good few turns out of it. In Honour mode the DC climbs much faster, so expect fewer.

It is touch range and Concentration. Your caster has to walk up to the target, and then has to not get hit for ten turns, which is easier when the enemy cannot see the thing that is killing them.

A Rogue with this up gets Advantage, and Advantage means Sneak Attack triggers on its own without a flanking ally. That is the combo to build a turn around.

Greater Invisibility – Baldur’s Gate 3 Spell

Spell properties

Level
Level 4
School
Illusion
Casting resource
Action + Spell Slot
Damage type

Range
Melee
Duration
10 turns
Notes & sources

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Spell mechanics, descriptions and values are based on Baldur’s Gate 3 version 4.1.1.7209685 and may change with future patches. Where applicable, sources are cited within each article.

Copyright disclaimer & licensing
Some or all of this work is © Larian Studios.
Some spell icons and game data are property of Larian Studios and used here under their fan content policy. Any fan-created works using content from Larian fall under: Larian Fan Content Policy and / or Baldur’s Gate 3 Fan Content Terms. Some of the icons used in these spell cards were downloaded from Sammy8932 on NexusMods.

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