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See invisibility, or detect invisibility,[15] was a divination spell that allowed the caster to see invisible or ethereal creatures and objects.[5] Some creatures had the magical ability to always see invisibility, such as helmed horrors,[16] jade spiders,[17] marids,[18] and other creatures.


When cast, the spellcaster's eyes could see invisible and ethereal things as translucent shapes for a distance as far as he or she could normally see. It was easy to determine which things were visible as opposed to invisible while under the effects of the spell.[5]

The spell did not provide any information about whether the invisibility was the result of a spell or of some supernatural quality. It did not permit the caster to see through other opaque objects. Someone or something hidden in a natural manner was not revealed by this spell.[5]

The ability provided lasted at least a half hour and longer if cast by a more powerful spellcaster. The effect could also be made permanent.[5]


The spell required verbal and somatic components, a pinch of talc, and a tiny sprinkling of powdered silver.[5]


This spell was originally developed by Netherese arcanist Trebbe in −2241 DR under the name Trebbe's scry invisibility.[1][19]


See Also[]


  1. 1.0 1.1 1.2 slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), pp. 22, 24. ISBN 0-7869-0437-2.
  2. Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), pp. 208–210, 274. ISBN 978-0-7869-6560-1.
  3. Jeremy Crawford, James Wyatt, Keith Baker (November 2019). Eberron: Rising from the Last War. (Wizards of the Coast), p. 56. ISBN 978-0-7869-6692-9.
  4. Jeremy Crawford (November 17, 2020). Tasha's Cauldron of Everything. (Wizards of the Coast), p. 34. ISBN 978-0786967025.
  5. 5.0 5.1 5.2 5.3 5.4 5.5 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 275. ISBN 0-7869-2886-7.
  6. Monte Cook, Jonathan Tweet, Skip Williams (July 2003). Dungeon Master's Guide v.3.5. (Wizards of the Coast), p. 108. ISBN 0-7869-2889-1.
  7. Ed Greenwood, Eric L. Boyd (March 2006). Power of Faerûn. (Wizards of the Coast), p. 72. ISBN 0-7869-3910-9.
  8. James Wyatt (October 2001). Oriental Adventures (3rd edition). (Wizards of the Coast), p. 93. ISBN 0-7869-2015-7.
  9. Richard Baker (November 2004). Complete Arcane. (Wizards of the Coast), p. 92. ISBN 0-7869-3435-2.
  10. David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), p. 141. ISBN 0-88038-716-5.
  11. Barry A. A. Dillinger (May 1996). “The Dimensional Wizard”. In Pierce Watters ed. Dragon #229 (TSR, Inc.), pp. 50–52.
  12. Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 152. ISBN 978-1560763581.
  13. slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), pp. 121–122. ISBN 0-7869-0437-2.
  14. Gary Gygax, David Cook, and François Marcela-Froideval (1985). Oriental Adventures. (TSR, Inc), p. 78. ISBN 0-8803-8099-3.
  15. Skip Williams (2000). Conversion Manual. (Wizards of the Coast), p. 15.
  16. Richard Baker, Ed Bonny, Travis Stout (February 2005). Lost Empires of Faerûn. (Wizards of the Coast), p. 176. ISBN 0-7869-3654-1.
  17. James Wyatt (September 2002). City of the Spider Queen. (Wizards of the Coast), p. 121. ISBN 0-7869-1212-X.
  18. Jeff Grubb (August 1992). Land of Fate (Monster Sheets). (TSR, Inc). ISBN 978-1560763291.
  19. slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), p. 26. ISBN 0-7869-0437-2.