Illusion · Concealment · Stealth and detection

Invisibility Spell

Also called “Unseen Veil”.

Guards follow muddy footprints left by an unseen intruder in a torchlit stone passage.
An invisible creature may vanish from ordinary sight, but footprints, disturbed objects and sound can still betray its passage.

At a Glance

5.5e / 20242nd-level Illusion; Action; Touch; Concentration, up to 1 hour. Ends after attack roll, damage or spellcasting.
5e / 20142nd-level Illusion; 1 action; Touch; Concentration, up to 1 hour. Ends for a target that attacks or casts a spell.
Pathfinder 1eCreature or object; standard action; 1 minute/level (dismissible); direct-attack ending; Stealth +40/+20.
D&D 3.5eCreature or object; standard action; 1 minute/level (dismissible); direct-attack ending; Hide +40/+20.

Invisibility removes a creature from ordinary sight, but it does not erase sound, tracks, displaced water, scent or physical presence. The four editions below use their own duration, ending conditions, detection rules and counters.

Shared principle: invisibility defeats ordinary sight. It does not silence the subject, remove scent, prevent tracks, make the body intangible or stop the surroundings from reacting to movement.

Spell Rules by Edition

5.5e / 2024

Invisibility — D&D 5.5e / 2024

This version grants the Invisible condition and uses modern concentration, targeting and unseen-attacker rules.

Level2nd-level Illusion
ClassesBard, Sorcerer, Warlock, Wizard
Casting TimeAction
RangeTouch
ComponentsV, S, M
MaterialAn eyelash in gum arabic
DurationConcentration, up to 1 hour
TargetOne creature touched
Saving ThrowNone
Higher SlotsOne additional creature per slot level above 2

Spell Effect

A creature you touch has the Invisible condition until the spell ends.

The spell ends early immediately after the target makes an attack roll, deals damage or casts a spell.

The Invisible Condition

  • If the creature is Invisible when Initiative is rolled, it gains Advantage on that Initiative roll.
  • An effect that requires its target to be seen cannot affect the creature unless the effect’s creator can somehow see it.
  • Equipment worn or carried by the creature is concealed with it.
  • Attack rolls against the creature have Disadvantage, and its attack rolls have Advantage.
  • If another creature can somehow see the Invisible creature, the Invisible creature does not gain the Invisible condition’s attack-roll Advantage or incoming-attack Disadvantage against that observer.

Location and Targeting

  • Invisibility does not make a creature silent.
  • The spell does not state that observers automatically forget the creature’s location.
  • Footprints, displaced water, opened doors and disturbed objects can reveal movement.
  • An attacker unable to see the creature may attack the location it believes the creature occupies.
  • If the chosen location is wrong, the attack misses.
  • An area effect can still affect an Invisible creature whose space lies inside that area.

Counters and Interactions

  • See Invisibility allows its caster to perceive Invisible creatures and objects within the spell’s limits.
  • Blindsight and Truesight can perceive Invisible creatures within the limits of those senses.
  • Dispel Magic can end an ongoing Invisibility spell when the normal modern dispel requirements are met.
  • Losing Concentration ends the spell for every creature affected by that casting.
  • Invisibility can interfere with reactions and magical effects whose triggers specifically require the observer to see the creature.
  • Casting any spell ends this Invisibility immediately after the casting, even when that spell neither attacks nor damages an enemy.
Timing: the spell ends immediately after the triggering attack roll, damage or spellcasting. An attack roll therefore normally gains the applicable Invisible-condition benefit before that roll causes Invisibility to end.

5e / 2014

Level / school2nd-level Illusion
ClassesBard, Sorcerer, Warlock, Wizard
Casting time1 action
RangeTouch
ComponentsV, S, M (an eyelash encased in gum arabic)
DurationConcentration, up to 1 hour
TargetOne creature touched
Saving throwNone
Higher slotsOne additional creature for each slot level above 2

The creature you touch becomes invisible until the spell ends. Everything it wears or carries is invisible while on its person. The spell ends for a target that attacks or casts a spell.

Invisible creature and location

The 2014 Invisible condition prevents sight without appropriate magic or a special sense. For hiding, the creature is heavily obscured; noise and tracks can still reveal its location. The condition gives its attack rolls Advantage and attack rolls against it Disadvantage. Apply the 2014 rules for unseen attackers, targets and special senses.

Invisibility does not itself perform the Hide action, remove sound or make a body intangible. If an attacker guesses the wrong occupied location, the attack misses. A valid area effect can still affect the creature, while a spell requiring a target the caster can see needs another means of seeing it.

Ending and counters

Speaking, movement and ordinary object interaction do not by themselves trigger this spell’s ending. Casting any spell does, including harmless magic. Loss of Concentration ends this casting for all its remaining targets; the attack or spellcasting trigger ends it for the target performing that action.

See Invisibility provides sight of invisible subjects; Dispel Magic can end the ongoing spell according to its 2014 procedure.

2014 wording: the ending clause is “attacks or casts a spell”. It does not include the separate “deals damage” trigger added to the 2024 spell, and the 2014 condition does not grant Initiative Advantage.

Pathfinder 1e

Invisibility — Pathfinder 1e

Pathfinder uses glamer, Stealth, total concealment, spell resistance and its own definition of what counts as an attack.

SchoolIllusion (glamer)
Casting Time1 standard action
RangePersonal or touch
ComponentsV, S, M/DF
MaterialAn eyelash encased in gum arabic
TargetYou, a creature, or an object weighing no more than 100 lb./level
Duration1 minute/level (D)
Saving ThrowWill negates (harmless), or Will negates (harmless, object)
Spell ResistanceYes (harmless), or Yes (harmless, object)
Stealth+40 stationary; +20 moving

Spell level: adept 2, alchemist 2, antipaladin 2, arcanist 2, bard 2, inquisitor 2, investigator 2, magus 2, medium 2, mesmerist 2, occultist 2, psychic 2, Red Mantis assassin 2, skald 2, sorcerer 2, spiritualist 2, summoner 2, unchained summoner 2 and wizard 2.

Spell Effect

Object and weight limit: the target can be you or a creature or object weighing no more than 100 pounds per caster level. The spell does not silence the subject.

The creature or object touched becomes invisible. A creature’s worn and carried equipment disappears with it. The caster and the subject’s allies do not automatically continue to see the invisible subject.

Dropped objects become visible. Newly acquired items disappear when concealed inside clothing or containers worn by the subject. A concealed light source continues to shed visible light, and any carried part extending more than 10 feet from the subject remains visible.

The spell ends when the subject directly attacks a creature. Permanency can make Invisibility permanent on an object but not on a creature.

Stealth and Concealment

  • A stationary invisible creature gains +40 on Stealth checks.
  • A moving invisible creature gains +20 on Stealth checks.
  • Against a sighted opponent unable to perceive it, the invisible creature has total concealment.
  • An attack against the correct occupied square normally has a 50% miss chance.
  • A creature cannot normally make attacks of opportunity against a target that has total concealment from it.

Attacking from Invisibility

  • An invisible attacker normally gains a +2 bonus on its attack roll.
  • A sighted defender normally loses its Dexterity bonus to AC against the invisible attacker.
  • The first direct attack receives those benefits before the subject becomes visible.
  • An offensive spell targeting a foe, or whose area or effect includes a foe, counts as an attack.
  • Who qualifies as a foe depends upon the invisible subject’s perceptions.

Actions and Counters

  • Talking, opening doors, handling unattended objects and casting ally-only magic do not automatically end the spell.
  • Indirect harm, such as releasing another creature or triggering an existing trap, is not necessarily a direct attack by the subject.
  • See Invisibility reveals the subject without ending Invisibility.
  • Glitterdust coats and visibly outlines an invisible creature caught in its area whether or not that creature succeeds on its saving throw against blindness.
  • Invisibility Purge negates qualifying invisibility within its emanation.
  • Dispel Magic can attempt to end the spell using Pathfinder’s normal dispel procedure.
Glitterdust: its Will saving throw negates blinding only. A successful saving throw does not stop the golden particles from coating the creature. An invisible creature can therefore succeed on its save and still be visibly outlined.

Nonvisual Senses

Blindsight can permit normal interaction with an invisible creature within its range. Scent can detect an invisible creature, while Tremorsense can locate a qualifying target in contact with the same surface. Each sense retains its own limits.

D&D 3.5e

Invisibility — D&D 3.5e

D&D 3.5e uses Hide, Spot, Listen, total concealment and its legacy invisibility and dispel procedures.

SchoolIllusion (Glamer)
LevelBard 2, Sorcerer/Wizard 2, Trickery 2
Casting Time1 standard action
RangePersonal or touch
ComponentsV, S, M/DF
MaterialAn eyelash encased in gum arabic
TargetYou, a creature, or an object weighing no more than 100 lb./level
Duration1 minute/level (D)
Saving ThrowWill negates (harmless), or Will negates (harmless, object)
Spell ResistanceYes (harmless), or Yes (harmless, object)

Spell Effect

Object and weight limit: the target can be you or a creature or object weighing no more than 100 pounds per caster level. The spell does not silence the subject.

The touched creature or object vanishes from sight, including darkvision. Equipment worn or carried by a creature disappears with it. Allies require their own means of detecting invisible creatures if they wish to continue seeing the subject.

Dropped objects become visible. An item picked up while the subject is invisible disappears once concealed in worn clothing or a carried container. Light remains visible even when its source is invisible, and carried portions extending more than 10 feet remain visible.

The spell ends when the subject directly attacks a creature. Permanency can make the spell permanent on an object, but not on a creature.

Hide and Concealment

  • An immobile invisible creature gains +40 on Hide checks.
  • A moving invisible creature gains +20 on Hide checks.
  • Spot and Listen checks can reveal presence or help pinpoint location under the edition’s detection rules.
  • An invisible creature has total concealment from a sighted opponent unable to perceive it.
  • An attack against the correct square normally has a 50% miss chance.

Attacking from Invisibility

  • An invisible attacker normally gains +2 on its attack roll.
  • A sighted defender normally loses its Dexterity bonus to AC against the invisible attacker.
  • The direct attack receives those benefits before Invisibility ends.
  • An offensive spell targeting a foe, or including a foe within its area or effect, counts as an attack.
  • An ally-only spell does not become an attack merely because enemies also occupy its area.

Actions and Counters

  • Speech, ordinary movement, eating, climbing and interaction with unattended objects leave the spell intact.
  • Indirectly releasing a danger or allowing summoned creatures to attack is not itself a direct attack by the invisible subject.
  • See Invisibility reveals the subject without ending Invisibility.
  • Glitterdust coats and visibly outlines invisible creatures caught in its area. Its Will saving throw negates blinding only, not the coating.
  • Invisibility Purge provides a specialised area answer to invisible creatures.
  • Dispel Magic can attempt to end Invisibility using the legacy dispel procedure.
  • Blindsight allows interaction regardless of ordinary invisibility within its range; scent follows its own separate detection procedure.
Edition boundary: D&D 3.5e uses Hide, Spot, Listen and Move Silently. Pathfinder’s consolidated Stealth and Perception terminology does not apply to this edition.

How Invisibility Works

Invisibility removes the subject from ordinary visual perception. It does not remove that subject from the physical world.

An invisible person still has mass. Floorboards bend. Mud receives footprints. Water parts around unseen legs. Curtains move when brushed aside. Doors still have to open. Loose gravel shifts beneath unseen boots, and a creature that speaks can still be heard.

This distinction is fundamental when adjudicating the spell: unseen is not the same as undetectable.

Invisibility, Hiding and Location

D&D 5.5e / 2024

Modern rules use the Invisible condition directly. Possessing that condition does not erase a creature’s interaction with its environment.

Sound, previous observation, disturbed surroundings and ordinary hiding and searching remain relevant. An attacker that knows or correctly guesses an Invisible creature’s location can still attempt to attack that location, subject to the appropriate unseen-target and Invisible-condition rules.

D&D 5e / 2014

An invisible creature can attempt to hide, but invisibility alone does not hide its location. Use the 2014 Hide, Search, unseen-attacker and condition rules, including noise and tracks; there is no Initiative bonus from this condition.

Pathfinder 1e

Pathfinder combines invisibility with Stealth, Perception and total concealment. Its +40 stationary and +20 moving Stealth bonuses are extremely powerful, but invisibility does not abolish detection rules, environmental evidence or nonvisual senses.

D&D 3.5e

D&D 3.5e uses the older Hide, Spot, Listen and Move Silently structure. Apply those mechanics rather than importing Pathfinder terminology or the modern Invisible-condition procedure.

Revealing an Invisible Creature

Different countermeasures solve different parts of the invisibility problem. Some change what an observer can perceive. Others coat an unseen creature, suppress invisibility within an area or terminate the spell itself.

Counter What It Does Ends Invisibility?
See Invisibility Allows an observer to perceive invisible creatures and objects within the spell’s limits. No
Glitterdust Coats creatures and objects in visible golden particles, outlining an invisible subject. No
Faerie Fire Uses magical outlining to undermine invisibility according to the selected edition. Normally no
Invisibility Purge Suppresses qualifying invisibility within its legacy-edition emanation. Suppresses it within the effect
Dispel Magic Attempts to terminate the magical spell itself. Yes, when the dispel succeeds or automatically qualifies under the edition’s procedure
Blindsight Allows perception without ordinary vision within the sense’s range. No
Truesight / True Seeing Provides supernatural perception capable of defeating invisibility within its stated limits. No

Glitterdust: The Saving Throw Is Against Blindness

Glitterdust has two separate consequences in Pathfinder 1e and D&D 3.5e: it coats creatures and objects, and it can blind creatures.

The Will saving throw applies only to the blinding effect. An invisible creature caught by Glitterdust therefore remains coated even after succeeding on its saving throw.

The successful creature can still see, but sparkling golden particles reveal its position and trace the outline of its body.

Example: an invisible assassin succeeds on its Will save against Glitterdust. The assassin is not blinded, but the golden particles coating its body make its location and silhouette visible to everyone able to see the dust.

Revealing Is Not Dispelling

Seeing an invisible creature does not necessarily mean the magical effect creating its invisibility has ended.

See Invisibility changes what an observer can perceive. Glitterdust physically marks the hidden creature with visible magical particles. Dispel Magic instead attempts to end the spell itself.

This distinction is particularly important with Greater Invisibility. Glitterdust can reveal a creature protected by Greater Invisibility without terminating Greater Invisibility. If the Glitterdust expires first, the creature can become fully unseen again while the original invisibility effect remains active.

Environmental Clues

Invisible creatures are often discovered by what they disturb rather than by direct sight. The environment can therefore become an important part of the encounter.

  • Dust and ash: footprints can appear beneath unseen feet.
  • Mud and snow: tracks can show both route and direction.
  • Water: an unseen body displaces the surface and creates ripples.
  • Rain: falling droplets may break around an unseen moving form.
  • Loose objects: curtains, beads, chains, foliage and hanging cloth can move when brushed.
  • Doors and containers: handles turn, lids rise and locks move even when the operator cannot be seen.
  • Sound: breathing, armour, footsteps, speech and carried equipment remain possible clues unless separately silenced.

Uses and Tactics

Infiltration and Scouting

Cross guarded passages, inspect watch posts and count defenders while still managing noise, tracks, doors and physical obstacles.

Positioning

Reach a decisive location before becoming visible. The spell can gain more value from position than from the first attack that eventually ends it.

Escape

Breaking visual pursuit forces enemies to rely on sound, tracks, prediction, terrain and blocked routes.

Espionage

Observe guarded events and overhear conversations while remembering that doors still move, floors still bear weight and speech remains audible.

Rescue and Theft

Concealment can allow a character to reach a prisoner, recover an object or pass a dangerous sentry without immediately committing to combat.

Combat

Allow invisibility to deliver its positional or defensive advantage before taking the edition-specific action that ends it.

GM Adjudication

Describe an invisible creature through the consequences of its movement rather than automatically giving it a convenient visible shimmer.

  1. Establish perception. Separate ordinary sight from Blindsight, Truesight, See Invisibility, scent, Tremorsense and environmental clues.
  2. Establish location. Use the chosen edition’s hiding, detection and pinpointing procedures rather than treating invisibility as automatic loss of location.
  3. Describe evidence. Footprints appear in dust, water parts around unseen legs, a latch rises, floorboards complain or loose debris shifts.
  4. Resolve targeting. Determine whether the attacker can target the creature directly, must choose a space, has Disadvantage or faces a concealment miss chance.
  5. Apply the correct ending trigger. The 2024 spell ends immediately after an attack roll, dealing damage or casting a spell. The 2014 spell ends for a target that attacks or casts a spell. Pathfinder and D&D 3.5e use their direct-attack definitions.

Related Spells and Counters

Historical and Occult Development

Greco-Egyptian Invisibility Rites

The Greek Magical Papyri preserve Greek and Demotic ritual texts from Roman Egypt. Among their many operations are rites intended to make the practitioner unseen or unnoticed, often combining spoken formulae, prepared substances, ritual actions and written signs.

These traditions provide a useful historical parallel for fantasy invisibility: concealment appears as a deliberately prepared magical condition rather than an effortless personal power.

Read the Cambridge University Press excerpt .

Collected Recipes and Practical Magic

Historical magical handbooks frequently combine protection, healing, divination, concealment and other operations as practical recipes involving ingredients, written characters, spoken formulae and prescribed actions.

Such material offers a useful real-world analogue for the material components and deliberate procedures associated with fantasy spellcasting.

Mythological and Literary Parallels

The Ring of Gyges

In Plato’s Republic, the Ring of Gyges grants invisibility and becomes the basis of a moral thought experiment: how would a person behave if ordinary witnesses and consequences could apparently be escaped?

Perseus and the Cap of Hades

In the mythographic tradition associated with Apollodorus, Perseus receives the cap of Hades among the supernatural tools used during his encounter with Medusa and her sisters. Invisibility becomes a means of survival against enemies too dangerous to confront openly.

Read the Apollodorus passage .

Alberich and the Tarnhelm

Richard Wagner’s Der Ring des Nibelungen gives Alberich the Tarnhelm, a magical helm associated with concealment and transformation. It belongs to Wagner’s nineteenth-century reshaping of Germanic legendary material rather than representing an unchanged ancient Norse source.

Arthur Rackham illustration associated with Alberich and the Tarnhelm.
Arthur Rackham illustration for Wagner’s Das Rheingold, 1910. Public-domain artwork.

Further Viewing

The Ancient Egyptians Believed in Invisibility Spells

ReligionForBreakfast provides an accessible introduction to invisibility rites preserved among the magical texts of Roman Egypt and the historical culture in which those formularies circulated.

Invisibility Rules FAQ

Does Invisibility automatically hide the creature’s location?

No. Invisibility prevents ordinary visual perception, but the creature continues interacting with the physical world. Edition-specific hiding, detection, sound and environmental rules remain relevant.

Does speaking end Invisibility?

Ordinary speech does not itself end these versions of Invisibility, although speaking can reveal presence or approximate location. Casting a spell ends both modern versions; the 2024 text explicitly says immediately after the casting. Ordinary speech can still reveal presence.

Exactly when does an attack end the spell?

In D&D 5.5e / 2024, the spell ends immediately after the target makes an attack roll, deals damage or casts a spell. In 5e / 2014, it ends for a target that attacks or casts a spell. Pathfinder and D&D 3.5e instead use their edition-specific definitions of directly attacking a creature.

Can Dispel Magic remove Invisibility?

Yes. Dispel Magic can end an ongoing Invisibility spell according to the dispel procedure used by the relevant edition.

Does See Invisibility end Invisibility?

No. It allows its user to perceive the invisible subject without itself terminating the Invisibility effect.

Does Glitterdust reveal a creature that succeeds on its saving throw?

Yes. In Pathfinder 1e and D&D 3.5e, Glitterdust’s saving throw negates blindness only. A successful save does not prevent the creature from being coated by sparkling particles, so an invisible creature can still be visibly outlined.

Does Glitterdust dispel Invisibility?

No. Glitterdust reveals an invisible subject by coating it in visible magical particles. The underlying Invisibility spell can remain active and may conceal the creature normally again after Glitterdust expires.

Can Glitterdust reveal Greater Invisibility?

Yes. Glitterdust can visibly outline a creature protected by Greater Invisibility without ending Greater Invisibility itself.

Can darkvision see an invisible creature?

No. Darkvision solves darkness rather than invisibility. Pathfinder and D&D 3.5e expressly conceal the subject from darkvision, while modern rules require an appropriate sense or magical effect capable of perceiving an Invisible creature.

Can an area spell affect an invisible creature?

Yes. If the invisible creature’s space lies inside a valid area of effect, ordinary invisibility does not make that creature immune to the spell.

Browse the Bard spell list or return to Magic.

Sources & Licensing

2024 rules attribution

This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.

2014 rules attribution

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.

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Primary references: System Reference Document 5.2.1, Archives of Nethys — Invisibility, and d20 SRD — Invisibility.

The Arthur Rackham illustration is public domain.

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