greaterinvisibility spell bg3 wiki guide 150px

Greater Invisibility

Level 4 Illusion Spell

Turn a creature Invisible. Attacks against it have Disadvantage. It attacks with Advantage.

Invisibility breaks when you fail increasingly harder Stealth Checks on attacking, casting spells or interacting with items.

greaterinvisibility spell bg3 wiki guide 64px10 turns

icon weapon type bg3 wiki guideMelee icon concentration bg3 wiki guideConcentration

 action icon baldursgate3 wiki guide 25pxAction spell slot icon baldursgate3 wiki guide 25pxLevel 4 Spell Slot  

Greater Invisibility is a Spell in Baldur's Gate 3. Greater Invisibility is a Lvl 4 Spell from the Illusion school. Spells can be used for dealing damage to Enemies, inflict Status Ailments, buff Characters or interact with the environment.

Greater Invisibility Information

  • Description: Turn a creature Invisible. Attacks against it have Disadvantage. It attacks with AdvantageInvisibility breaks when you fail increasingly harder Stealth Checks on attacking, casting spells or interacting with items.
  • Level: Lvl 4 spell
  • School: Illusion School
  • Casting Time: action icon baldursgate3 wiki guide 25pxAction
  • Range: icon weapon type bg3 wiki guideMelee
  • Requires Concentration: Yes
  • Saving Throw: None

 

 How to Acquire Greater Invisibility

  • Greater Invisibility can be acquired by the following classes:
  • Greater Invisibility can be cast by using the following Items:
    • Scroll of Greater Invisibility

 

Greater Invisibility Tips & Notes

  • Greater Invisibility is incredibly powerful on characters with high Stealth skill. The spell Pass Without Trace adds +10 to Stealth rolls, making it trivially easy to make attack after attack without breaking Greater Invisibility on skilled Stealth characters.

    A skilled character (eg. +4 Dex Modifier, +3 Stealth Proficiency, +3 Stealth Expertise) casting Pass Without Trace (+20 total) is guaranteed to keep invisibility 95% of the time for at least 5 attacks, dropping down to 90% on the 6th attack, 85% on the 7th, and so on.

    If your other party members are kept out of sight, you can continue to attack almost for free in turn based mode until invisibility finally breaks.

  • More tips & notes goes here.

 

Lvl 4 Spells
Banishment  ♦  Blight  ♦  Confusion  ♦  Conjure Minor Elemental  ♦  Conjure Woodland Beings  ♦  Death Ward  ♦  Dimension Door  ♦  Dominate Beast  ♦  Evard's Black Tentacles  ♦  Fire Shield  ♦  Freedom of Movement  ♦  Gargoyle's Countenance  ♦  Grasping Vine  ♦  Guardian of Faith  ♦  Ice Storm  ♦  Kereska's Favour  ♦  Otiluke's Resilient Sphere  ♦  Phantasmal Killer  ♦  Polymorph  ♦  Staggering Smite  ♦  Stoneskin  ♦  Wall of Fire

 




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    • Anonymous

      Idk what that notes is talking about.

      17 dex
      2 dex feat
      1 dex hair
      2 dex mirror
      2 dex Nimble finger
      24 dex is a +7

      Proficency and Expertise is +8 stealth

      +1 to all checks shield (not worth over crit though)

      +2 to stealth Ring

      +1-4 Guidence (not really worth though)

      Advantage from various gear

      Pass without a trace +10

      7 + 8 + 10 + 1 + 2 + 1-4=
      29-33 with advantage.

      Basically 97.5% chance minimum on 16 attacks. It's 15 + 1 per action. So if you roll a 2 you have a 31... even if you drop guidence, Ring, and shield. Still a 26, which the lowest roll is a 28. (Out side a double 1 roll 2.5% chance). 13 attacks is basically 2-3 turns with crit bow.

      • Anonymous

        Arcane trickster needs this spell, Larian pls. Greater invisibility with rogue level 11 feature, high dex, stealth proficiency and expertise make this build strong

        • Anonymous

          more info (for someone who might interest).
          when you are in greater invisible , any action (attack , steal , interact with something) will not break your invisible but require stealth check (if pass , stay invisible)
          start at dc 15 stealth check at first action.
          then dc 17 stealth check at second action.
          at third and more +1 everytime.
          work very well with deep gnome and lightfoot hafling cuz they have passive advantage stealth check.
          I see someone said you get 100% invisible in first 5 turns , it wrong.
          the highest chance is 19/20 (no advantage) , and 399/400 (with advantage) because 1 is critical fail , even you have +100 bonus steath check , it still break if you roll 1.

          • Anonymous

            1 of many cheesy must-have spell.
            really love it , if you build focus on stealth you can attack 6 times for 100% not breaking invisible state (or more than 6? idk , I can do 6)
            after that go back and re cast again , repeat.
            because we can regenerate spell slot by long rest , but enemy can not repawn , you know what to do XD

            • Anonymous

              Greater invisibility + Haste + Pass without Trace + Rouge sneak attack Stealth Expertise = 10 turns of absolute murder, especially effective when keeping all party members out of combat.

              • Anonymous

                Invisibility in tabletop is weird, it’s doesn’t actually make enemies not know where you are at all, and people automatically hear you unless you take the hide action while invisible. All you get in tabletop is enemies have disadvantages on attacking you (and automatically know where you are unless you also hide), can’t target you with many spells since they require sight, and you get advantage attacking them. This isn’t how it works in bg 3, invisibility makes you totally untargetable, so you’re basically unkillable while you keep it up and you can attack freely while you pass the stealth checks. It’s in a really strange place balance wise, it’s terrible unless you build around it, if you do though you can solo many encounters because the AI is too stupid to locate you or attack invisible targets. So if you do that it’s actually much stronger than in tabletop. But I just don’t like how they handled invisibility in general, it would be much easier to use and better on more builds if they went the tabletop route, plus how is it fun to solo a fight while no one can even target you? That’s just not good game design.

                • Anonymous

                  Quite fun to play around with, don't know who spread false information that this does not work with spells but it definitely does. I've used spells like disintegrate and knock with it and the invisibility still stays. Though, If you don't have something like +10 to stealth at the bare minimum it'll probably fail. Also don't use multi attack spells like scorching ray because I think it's rolled for every ray. Works great with sorcerer to twin cast it for much more value with the other going to your rogue/ranger for lots of sneak attacks with the added bonus of them being able to cast pass without trace on themselves.

                  • Anonymous

                    This spell is the greatest IQ filter in Baldur's Gate 3. People who don't understand the stealth check complaining about it being useless lol.

                    • Anonymous

                      It doesn't trigger combat unless opponents seen you. Mind you, *seen* can mean *failed stealth check*. You can fail it for something else but to keep invisibility up - there are rolls when you kill stuff or make noise. You will still have invisibility then, but at least opponents will know it was you (NPC will become witnesses and all).

                      The biggest abuse lies in the following: since the combat hasn't started, you can move out of turn-based and move back to turn-based in a split second, completely ommiting opponents turn, and not wasting buff time.

                      Your only clock is DC, thus you need moves that do as much damage as possible in one action. The biggest damage is double hand crossbows with sharpshooter, normal attack do both left an right hand shot (normal action + bonus action consumed), but it will trigger DC check for invisibility only once. Averaging in ~20 dmg/shot, two hits is 40 dmg, if you take Thief you can do this action twice a turn for 60-80 dmg (accounting misses) per two checks. I've easily went up to 35 DC on this one, so you can do like ~700 dmg before combat begins in this one spell use.

                      Also, this is the only spell that allows to steal more than 1 item from traders that are standing on top of dozens of NPCs. Sometimes it's worth it.

                      • Anonymous

                        It doesn't trigger combat unless opponents seen you. Mind you, *seen* can mean *failed stealth check*. You can fail it for something else but to keep invisibility up - there are rolls when you kill stuff or make noise. You will still have invisibility then, but at least opponents will know it was you (NPC will become witnesses and all).

                        The biggest abuse lies in the following: since the combat hasn't started, you can move out of turn-based and move back to turn-based in a split second, completely ommiting opponents turn, and not wasting buff time.

                        Your only clock is DC, thus you need moves that do as much damage as possible in one action. The biggest damage is double hand crossbows with sharpshooter, normal attack do both left an right hand shot (normal action + bonus action consumed), but it will trigger DC check for invisibility only once. Averaging in ~20 dmg/shot, two hits is 40 dmg, if you take Thief you can do this action twice a turn for 60-80 dmg (accounting misses) per two checks. I've easily went up to 35 DC on this one, so you can do like ~700 dmg before combat begins in this one spell use.

                        Also, this is the only spell that allows to steal more than 1 item from traders that are standing on top of dozens of NPCs. Sometimes it's worth it.

                        • Anonymous

                          I don’t get why people like this, sure you can potentially use it to repeat crit as an assassin but only if you avoid trigger combat. In combat it’s a hard to use source of advantage, and advantage is very easy to get. Now because enemies won’t target you it is defensively powerful but why would you rely on this to give advantage? There are so many ways to get continuous advantage in this game.

                          • Anonymous

                            Not sure what happened to my post so I moved to PC for better success hopefully, sorry if it's a double post:

                            Since there seems to be some confusion and animosity towards each other over this spell, I thought I'd post a few tips to help out.

                            I'm not going to be posting gear, because that'll make this even longer which this post does not need. Should be obvious, stealth and sleight of hand gear and buffs. Anything to pass a DC 15 with ease as long as you don't have awful luck.

                            Alright so first of all, this does not work like DnD. The only way this is "greater" than the invisibility spell is that it lets you do an action as long as you can pass a DC 15 stealth check. (Or sleight of hand as well if you're pickpocketing).

                            Every successful check will increase this DC by +1, meaning that two successful checks (counting NPCs turning their cone of vision in your direction, this doesn't always spark a check but can frequently) will give you a DC of 17.

                            If you want to use this spell correctly in combat, here are some helpful steps to follow.

                            Start out crouched. Having Greater Invis on at this point can make the opening smoother, but starts your DC check increases right away.

                            ACTIVATE TURN BASED MODE. This prevents the weird AI bug where they'll stand in place and eat ranged attacks from a repeatedly crouching archer and just heal themselves like you're playing a Bethesda game. You'll also get your action back for the surprise round.

                            Next, use weapon attacks only. You'll have better luck with bows as you have a little wiggle room, literally, from the NPCs cone of vision once their turn starts. If you cast a spell, YOU WILL IMMEDIATELY FAIL. Spells cause light and sound, this isn't going to work. Maybe you can use Darkness with Devil's Sight to put a bandaid on this, but honestly I didn't check if that helps because I don't use it often (personal preference).

                            Once you attack, if you succeed your stealth check you will ENTER COMBAT and INITIATIVE WILL ROLL. A white pillar of light will be placed on your character. This indicates that the NPCs know that the source of the attack came from that area, but have not uncovered you.
                            At this point the NPC's are going to look for you if they beat your roll. So typically I will have a Gloomstalker or someone with the Alert feat filling this role to ensure I can go first without stacking initiative gear.

                            If you haven't applied Greater Invisibility upon opening, cast it after the surprise round when your actions refresh. Otherwise, if you're still invisible so far because RNGesus and the AI didn't bone you, you're going to want to use Hide. Running around while invis doing actions is going to break this spell so fast your head will spin. You need a bonus action for hiding during all of this obviously, so rogues, gloomstalker rangers, and shadow monks will be able to do this. If the hide succeeds you're going to be increasing that stealth DC once again at this point, but it will leave a white silhouette of your character indicating that the NPCs KNOW that's where you were last, and that's where they think you are. If you're crouching right next to your silhouette you're going to be uncovered.

                            They'll run up to your last location, say a generic NPC line, and cast "Reveal Hidden". If you're out of range, you're good to go. If you're in range still, there's a good chance you're screwed on continuing this little Kevin Bacon in Hollow Man cosplay you've got going on.

                            At this point it's typical stealth stuff. Avoid light sources, avoid NPC sight cones, use walls and boxes to hide behind for easy cover. At this point you're probably saying to yourself "Well why the hell would I bother treating stealth like normal if I'm invisible?" You're probably telling yourself the spell doesn't work. Maybe you're right, maybe they'll change it, but crouching still reduces sound so you should be doing it anyway.

                            If you're super lucky you MIGHT be able to repeat this twice with gear and buffs. If you're lazy like me, you don't really bother and you get probably 2 total successful attack rounds before you're revealed.

                            Following the game's mechanics properly, you will avoid the AI breaking, and be able to enjoy your Assassin or Gloomstalker or whatever with their Harry Potter invisibility cloak.

                            It's pretty difficult to use in contrast to what one might believe when first reading the spell name, or even its tooltip, but it works in combat specifically with weapon attacks on high stealth skill characters, and is basically useless on any other kind of build save a few tricks with other multiclassing or abusing the weird in-between where initiative won't roll while you're attacking.

                            Remember these comments aren't regulated on factual information (and rarely so for abusive chat) and anyone angry enough to immediately come here and post about how bad a spell or ability is may not have even been using it as its designed for BG3. This spell is basically digital camo and makes it EASIER but not foolproof to succeed more than 1 round after the surprise round WITHOUT ABUSING AI.


                            Hope this helps out my fellow Predator enthusiasts to make their head collecting easier.

                            • Anonymous

                              Imagine trying to use damage numbers as a reason not to use a spell or ability when you can bypass entire boss fights with persuasion and still get all of the rewards without ever entering combat.

                              • Anonymous

                                Ignore the toolbox that’s posting on everyone’s comment and saying this spell is useless. It works exactly how it’s supposed to. You pop this on and sneak with properly built stealth characters and they can assassinate a room with zero issue if you know how to play. Saying stacking buffs is superior is idiotic. There are multiple ways to play this game and multiple ways to tackle encounters. Don’t be bullied into trying to build 4 dps characters like you’re playing an MMO.
                                Literally the whole reason to play games like this is to play how you want and there’s literally nothing wrong with this spell if you use it as it is intended.

                                • Anonymous

                                  This is just bad, no matter how much you buff your stealth it’s a waste of effort to use. It’s a 4th lvl single target concentration spell. I wouldn’t even use this if it was a first lvl spell.

                                  • Anonymous

                                    "DC 15 +1 per time a check is triggered" is to much, the point of the spell is to be better than invisibility but if a roll can ruin your spell the first turn then it's not better, it's just a waste of spell slot. The spell should ensure a minimum of interactions before the rolls begin.

                                    • Anonymous

                                      Larian in their infinite wisdom decided to nerf a perfectly balanced single target concentration spell for no reason. meanwhile they put dozens of OP magic items everywhere. These dumbasses apparently don't understand d&d at all.

                                      • Anonymous

                                        There has to be some information missing from the tool tip, or some interactions with invisibility that is just not stated. With advantage on stealth checks and a +10 to stealth you very frequently lose stealth on the first action, but sometimes you can do more than once. It's possible level of concealment, light level, line of sight, or enemies dark vision also have an effect on the stealth roll.

                                        • Anonymous

                                          You have to perform a stealth check after each attack that's why it's breaking on attack. Each attack makes the stealth check one point harder. It's not bugged it's literally written on the skill. Use T to read the skill fully.

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