See Invisibility (Spell)

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Level: Sorcerer/Wizard 2
School: Universal
Subdomain: revelation 2
Bloodline: aberrant 2
Elemental School: void 2


Casting Time: Standard Action
Components: V, S, M (A pinch of talc and powdered silver, worth 1 gp.)


Range: Self
Target or Area: You
Duration: Until the end of the current encounter, the end of the next encounter, or until the start of a full night's rest, whichever is sooner
Saving Throw: Harmless (Will negates)
Save DC: 10 + caster stat modifier + spell level
Spell Resistance: Yes


You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. You are allowed to make passive perception rolls against such creatures at distances within 30 feet, and active perception rolls against such creatures within 60 feet, and you ignore the bonuses Invisibility grants to stealth rolls.
Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures.
This spell does not reveal the method used to obtain invisibility, seeing no difference between Invisibility (Spell) or Invisibility, Greater (Spell), for example. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply behind objects, concealed, or otherwise hard to see.
This spell lays an arcane or divine charge on its target(s), depending on the caster who is casting the spell. If the targets are something other than you or another creature (such as an object or area), the spell lays an arcane or divine charge on you, the caster. Divine casters lay a divine charge, and arcane casters lay an arcane charge. Targets which already have an arcane or divine charge present must choose which to keep if the new spell has the same charge type. Only one arcane charge and one divine charge can ever be present on a target at a time.