Level 2 Divination spell available to Bards, Sorcerers, and Wizards. You can see Invisible creatures until a Long Rest, and anything Invisible within 9m that fails a Dexterity save loses it on the spot. It is a counter to one trick, and the game uses that trick more than you would like.
Spell description: Allows the spellcaster to see Invisible objects and creatures within range while not Incapacitated. Creatures within range which fail a Dexterity Saving Throw lose their Invisibility.
Spell properties
- Range: Self
- Area: 9m (30ft)
- Duration: Long Rest
- Save: DEX save
- Conditions applied: Creatures within range that fail a Dexterity Saving Throw lose their Invisibility.
- Cost: Action + Spell Slot
- Recharge: Per action
Spell upcasting
Casting See Invisibility at higher levels provides no additional benefits.
How to obtain See Invisibility
- Bard, Sorcerer, Wizard at Class level 3
Source items: Assassin of Bhaal Cowl, Volo’s Eye, Scroll of See Invisibility
SEE INVISIBILITY
Level 2 Divination SpellAllows the spellcaster to see Invisible objects and creatures within range while not Incapacitated. Creatures within range which fail a Dexterity Saving Throw lose their Invisibility.
When to cast See Invisibility
There are a handful of fights in Acts 2 and 3 built around enemies that vanish, hit you, and vanish again, and they are infuriating without an answer. See Invisibility is the answer. Cast it on the turn they disappear and they stop being a problem.
The area effect is the part people miss. It is not just you seeing them: anything Invisible within 9m makes a Dexterity save or becomes visible to everyone. Your whole party gets to attack again, not just the caster.
It lasts until Long Rest and it is not Concentration, so on a day when you expect Invisible enemies you cast it in the morning and forget it. On every other day it is a dead spell known, which is why the Bard is usually better off with a scroll.
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