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Version 0.21: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
Invisibility.png Invisibility
Level 6
School1 Hexes
Casting noise 0
Spell noise 0

This page is about the Invisibility spell. For the armour ego, see Invisibility (ego).

Turns a targeted creature invisible. Turning invisible causes magical contamination and may eventually cause glowing, nullifying the invisibility.

Invisibility is a level 6 Hexes spell which fires a single-target enchantment beam, rendering the first target it strikes invisible. This generally makes the target (usually the player) harder to perceive by opponents that cannot see invisible, greatly benefiting stealthy stabbing-focused characters. See the Invisible page for more details.

This spell cannot affect targets which are backlit from Corona, a halo or glow from magical contamination (which includes casting the spell multiple times in succession) - casting it on yourself immediately gives you a small amount of magic contamination and then gradually more over time as you remain invisible.


The most straightforward use for Invisibility is to cast it on yourself, greatly boosting your ability to sneak up on and stab enemies incapable of detecting invisible creatures. This will generate significant amounts of magic contamination if overused, so give yourself time to decontaminate if you find yourself casting it repeatedly. Alternatively, you may wish to use the Dazzling Spray spell. This level 3 spell both damages and blinds targets, including many enemies that can see invisible, providing many of the benefits of invisibility with none of the penalties.

Casting Invisibility on your allies does not cause any magic contamination on your part, but provides them with little significant benefit.

Avoid remaining in water while invisible, as this will reveal your location to nearby monsters.

If you can cast it reliably before the Lair branches (the Swamp, Shoals and Spider's Nest), it is a good investment because most monsters there do no have the See Invisible intrinsic, making them much easier to deal with. If you are a stabber it is particularly helpful. Invisibility is also useful in the Vaults and Elven Halls, as even though many higher level enemies can see invisible, the weaker enemies and packs are trivialised by invisibility.

Notably in Zot, Draconians cannot see invisible either.

Monster Version

  • Invisibility applied to monsters from any source, regardless of spell power, has a duration of 16 to 56 turns. Many enemy spellcasters can cast Invisibility.
  • Monsters will generally not do so unless you're in line of sight, so you will at least see them for a moment before they become invisible.
  • Do note that monsters also will cast it when in sight of your allies (f.e. your undead minions rushing ahead of you). This can lead to an invisible spellcaster coming right at you, without giving you any hints about its presence until the first attack starts. While this may be a niche case, it is a rather deadly and unexpected one. There are also a few enemies which are inherently invisible and will never be seen, namely unseen horrors, ghost moths, shadow wraiths and lorocyprocas.

See the Invisible page for a full list of monsters capable of casting Invisibility, as well as a list of monsters who are innately, permanently invisible.