Quick Answer
Invisibility is a 2nd-level illusion spell for Bards, Sorcerers, Warlocks, and Wizards. A creature you touch becomes invisible for up to 1 hour (concentration), along with the gear it is wearing or carrying. The spell ends for that creature when it attacks or casts a spell. In the 2024 rules it also ends when the creature deals damage. Each slot level above 2nd adds one more target.
Overview
Invisibility is an exploration spell first. An hour unseen is long enough to scout a camp, slip past a gate, or walk a captured ally out of a cell, and upcast it covers the whole party.
In combat it buys one strong opening: an invisible creature's attacks have advantage and attacks against it have disadvantage. Then the spell ends for that creature. For invisibility that lasts through a fight, use Greater Invisibility at 4th level.
Invisible is not the same as hidden. In the 2014 rules, noise and tracks can still give away your square. Invisibility lets you try to hide almost anywhere, but you still have to stay quiet.
Stat Block
| Property | Value |
|---|
| Level | 2 |
| School | Illusion |
| Casting Time | 1 action |
| Range | Touch |
| Components | V, S, M |
| Material | An eyelash encased in gum arabic. |
| Duration | Up to 1 hour |
| Concentration | Yes |
| Ritual | No |
| Save/Attack | None |
| Classes | Bard, Sorcerer, Warlock, Wizard |
In the 2014 SRD, Circle of the Land druids who choose grassland also get Invisibility as a circle spell at druid level 3.
When NOT to Use This
- •You plan to attack or cast a spell on your next turn. The spell will end immediately, and you spent a slot and an action for one roll with advantage.
- •The enemies have blindsight or truesight within range. A gelatinous cube senses everything within 60 feet with blindsight, and a glabrezu has truesight out to 120 feet.
- •The caster is about to take hits. Invisibility is a concentration spell, and a failed Constitution save drops it for everyone.
- •The guards track by smell or hearing and you can't stay quiet. 2014 wolves and mastiffs have advantage on Perception checks that rely on hearing or smell.
Spell Slot Efficiency
| Metric | Assessment |
|---|
| Slot Efficiency | Excellent out of combat. An hour of scouting or infiltration for one 2nd-level slot. |
| Action Economy | Costs an action in combat for one advantaged attack. Usually not worth it mid-fight. |
| Opportunity Cost | Concentration for up to an hour. Competes with Misty Step, Hold Person, and Web for 2nd-level slots. |
When worth the slot: Scouting, infiltration, escaping a lost fight, or one big opening attack. When not: You need to keep attacking or casting, or the enemy can perceive invisible creatures.
Upcasting
Each slot level above 2nd adds one target. Every target has to be within your reach when you cast, since the range is touch.
| Slot | Creatures |
|---|
| 2nd | 1 |
| 3rd | 2 |
| 4th | 3 |
| 5th | 4 |
| 6th | 5 |
| 7th | 6 |
| 8th | 7 |
| 9th | 8 |
A 5th-level slot covers a four-person party for an hour. The spell ends separately for each creature that attacks or casts, so one person breaking stealth doesn't expose the rest.
Pro Tips
Tip #1: Cast it on the scout, not the caster.
Why it works: Casting ends the spell for the caster. Put Invisibility on the rogue or ranger who is going to look around, and keep the wizard back where it can hold concentration safely.
This avoids the mistake of: Ending your own invisibility the moment you need to cast something.
Tip #2: Hide after you go invisible.
Why it works: In 2014, an invisible creature is heavily obscured for the purpose of hiding, so it can always attempt to hide. Invisible means they can't see you; hidden means they don't know where you are. You want both.
This avoids the mistake of: Walking past a guard invisible but loud, and getting a spear in the square you are standing on.
Tip #3: Open the fight with your biggest hit.
Why it works: In 2024 the spell ends immediately after the attack roll, so that roll has advantage. In 2014 the timing is a DM ruling, so ask before you plan around it. Either way you get one opening, so spend it on Sneak Attack, a Divine Smite, or a heavy two-handed swing.
This avoids the mistake of: Ending invisibility on a minor attack before the real one.
Tip #4: Upcast it for the party, not for one person twice.
Why it works: One 4th-level casting covers three creatures for an hour under one concentration. Two separate castings would need two concentrating casters.
This avoids the mistake of: Leaving the cleric in plate visible while everyone else sneaks.
Common Mistakes to Avoid
Assuming invisible means undetectable
Why it's bad: In 2014 the condition text says an invisible creature's location can be detected by any noise it makes or tracks it leaves. Enemies can guess your square and attack it at disadvantage.
Do this instead: Take the Hide action and move carefully. Add Pass without Trace for a big Stealth bonus and no tracks.
Casting a buff while invisible
Why it's bad: The spell ends when the target casts any spell, including a healing cantrip or a bonus-action spell, not just attack spells.
Do this instead: Have someone who isn't invisible cast the support spells, or accept that the invisible creature becomes visible.
Forgetting concentration
Why it's bad: If the caster fails a Constitution save after taking damage, every target becomes visible at once.
Do this instead: Keep the caster out of the line of fire. See concentration rules, and track who is still invisible with the condition tracker.
Usage Tips
- •Worked example (opening attack): A 5th-level rogue with a +5 attack bonus against a bandit captain (AC 15) needs a 10 or higher on the d20, which is 55%. Attacking from invisibility gives advantage, which raises the hit chance to about 80% (1 − 0.45 × 0.45). Advantage also enables Sneak Attack.
- •Worked example (sneaking past wolves, 2014): A 2014 wolf has passive Perception 13, and Keen Hearing and Smell gives it advantage on Perception that relies on hearing or smell. Advantage adds 5 to a passive score, so it becomes 18. An invisible, hiding wizard with Stealth +2 needs a 17 or higher on the d20 to exceed 18, a 20% chance. With Pass without Trace (+10), the wizard needs a 7 or higher, a 70% chance. (Whether a tie with a passive score beats the hider is not spelled out; this example counts ties as noticed.) The 2024 wolf has no Keen Hearing and Smell but a passive Perception of 15.
- •Invisible monsters: Imps and quasits turn invisible until they attack (2014) or cast Invisibility on themselves (2024). The invisible stalker is always invisible. Faerie Fire and See Invisibility are the standard answers.
- •Read the full invisible condition guide for how the 2014 and 2024 conditions differ.
- •Related guides: Greater Invisibility for invisibility that survives attacks, Faerie Fire to counter it, and Disguise Self when being seen is fine but being recognized isn't. Browse the full spell guide index.
Rules Notes
- •Touch range, and you can target yourself.
- •2014: anything the target is wearing or carrying is invisible while it is on the target's person. An item it puts down becomes visible.
- •2014: the spell ends for a target that attacks or casts a spell. The text doesn't say whether that attack is made while invisible. Granting advantage on that attack is a DM ruling in 2014. The 2024 text settles it in favor of advantage.
- •2014: other actions that cause harm without an attack roll or a spell, such as dropping a rock off a ledge or springing a trap, are not listed as ending the spell. In 2024, dealing damage ends it.
- •Blindsight and truesight perceive invisible creatures within their range.
Synergies
- •Pass without Trace: +10 to Stealth and no tracks. Together the two spells cover sight, sound and tracks.
- •Rogues: The opening attack from invisibility has advantage, which turns on Sneak Attack.
- •Greater Invisibility: Use Invisibility to get into position, then Greater Invisibility once the fight starts. Only one can be held by a single caster's concentration.
- •Silence: A Silence area stops noise from giving away invisible creatures inside it. It also blocks verbal components, including the party's.
Anti-Patterns
- •Sneaking an invisible character past a blindsight monster.
- •Spending an action mid-combat for one advantaged attack when Faerie Fire or the Help action would do the same.
Tactical Modules
- •Party infiltration: Upcast to cover the party, then add Pass without Trace from a druid or ranger.
- •Rescue: Turn a captured ally invisible, walk out, and let the guards search an empty cell.
Countermeasures
These apply when the party faces invisible enemies. The 2024 mage can cast Invisibility twice per day.
- •Threat: An invisible imp or quasit stalks the party. Response: Cast Faerie Fire. Affected creatures can't benefit from being invisible. Fallback: Ready an attack for the square where you hear it.
- •Threat: An invisible caster is concentrating somewhere nearby. Response: Use area spells. Fireball doesn't need to see a target. Fallback: Spread flour or dust on the floor to show footprints. Whether that reveals the creature is a DM ruling built on the 2014 tracks clause, not rules text.
- •Threat: You don't know where it is. Response: Take the Search action (Wisdom (Perception)) to locate it by sound. Fallback: Guess a square and attack at disadvantage.
Invisibility in the 2024 Rules
SRD 5.2.1 keeps Invisibility as a level 2 illusion spell for Bards, Sorcerers, Warlocks, and Wizards, with touch range and concentration up to 1 hour. Upcasting still adds one target per slot level above 2.
Two things changed in the spell. First, it ends immediately after the target makes an attack roll, deals damage, or casts a spell. Dealing damage is new, so a rock you drop ends it if it hurts someone. "Immediately after" also confirms that the attack roll that ends the spell has advantage. Second, the "wearing or carrying" sentence moved out of the spell and into the Invisible condition, which now conceals your equipment.
The Invisible condition itself was reworked. In 2024 it gives advantage on initiative, protects you from any effect that requires its target to be seen unless the effect's creator can somehow see you, and gives the usual advantage and disadvantage on attacks. A creature that can see you cancels those attack benefits. The 2014 line about noise and tracks revealing your location is gone from the condition. The 2024 Hide action is now a separate way to gain the Invisible condition.
Access widened. Warlocks with the One with Shadows invocation (level 5+) can cast Invisibility on themselves without a slot while in dim light or darkness, and the 2014 SRD's grassland Circle of the Land druid list (which included it) is not carried over.
Frequently Asked Questions
What ends Invisibility in 5e?
In 2014, the spell ends for a target when it attacks or casts a spell, or when the caster's concentration ends or the hour runs out. In 2024, it also ends when the target deals damage. Each target is tracked separately, so one person attacking doesn't reveal the others.
Does the first attack from Invisibility have advantage?
In 2024, yes. The spell ends immediately after the attack roll, so the roll itself is made while invisible. The 2014 text only says the spell ends for a target that attacks, without timing. Granting advantage on that attack is a DM ruling.
Can you cast spells while invisible in 5e?
You can, but casting any spell, cantrips included, ends Invisibility for you. Greater Invisibility is the version that lets you keep casting.
Does Invisibility make you silent?
No. In 2014 the Invisible condition says noise and tracks can reveal your location. Take the Hide action to hide your position, and add Pass without Trace for a +10 to Stealth checks and no tracks.
Can enemies attack you while you're invisible?
Yes. They have to guess which space you are in, and their attack rolls have disadvantage. A creature with blindsight or truesight in range perceives you normally.
Does Invisibility require concentration?
Yes, in both editions, for up to 1 hour. If the caster loses concentration, every target becomes visible at once.
What is the difference between Invisibility and Greater Invisibility?
Invisibility is 2nd level, lasts up to 1 hour, can be upcast for more targets, and ends when the target attacks or casts. Greater Invisibility is 4th level, lasts up to 1 minute, affects one creature, and doesn't end when the target attacks or casts.
How many creatures can Invisibility affect when upcast?
One extra creature per slot level above 2nd. A 3rd-level slot affects two creatures, a 4th-level slot three, and a 9th-level slot eight. All targets must be within your reach, since the range is touch.
Citations: SRD 5.1 (2014 rules), SRD 5.2.1 (2024 rules)
Includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, licensed under CC BY 4.0.