Veiled Threat
1st-level Illusion
A grim spell for D&D 5e.
The stone whispers of hidden eyes, and iron tastes of blood.
Stats
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a pinch of ash from a burned stone, which smells faintly of wet stone and hot iron)
- Duration: Concentration, up to 1 minute
Effect
While you maintain concentration, you become visible only to creatures that would willingly take hostile action against you. Creatures that are neutral or friendly toward you perceive you as invisible as per the invisibility spell, unable to see you and automatically missing you with attacks that require sight. You can still be heard, and you can be targeted by spells that do not require the caster to see the target. A creature that would become hostile to you during the spell’s duration (such as by deciding to attack you) immediately perceives you normally, even if it previously could not see you. If a creature that cannot see you attempts a melee attack, it must first succeed on a Wisdom (Perception) check opposed by your spell save DC to notice your presence; on a success, it perceives you and can attack as normal. You do not gain advantage on attack rolls, nor do you suffer disadvantage. If you are invisible to a creature that later becomes hostile, the creature regains normal vision of you as soon as it decides to attack. If you lose concentration, the effect ends and you become fully visible.
At Higher Levels
When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 minute for each slot level above 1st.
Tags: illusion, hex, visibility, danger, stealth
Cards to read next
- Stillwater — Ward of Hostile Recognition
- The Sigh of the False North — <illusion>
- Verrouillage — Sort de niveau 7 · Illusion
- Khan-Ogluk — Spell 6 · Shadow, Blood
- Cartographer's Contention — 3rd-level Enchantment
- Kibwana du Phare Oublié — Gardien méticuleux d'un mensonge nécessaire