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Rules

Condition — Invisible

Invisible: Undetected by sight, can Hide/Sneak freely. Enemies must guess square + DC 11 flat check. Countered by true seeing, faerie fire, or non-visual senses.

You can't be seen. Your exact location is uncertain to creatures that can't see you.

Mechanical Effects:

  • You are Undetected to creatures using sight as their primary sense
  • Creatures must guess your square to target you — and then succeed on a DC 11 flat check if they guess correctly
  • You can Hide and Sneak without needing cover or concealment
  • Your footsteps, breathing, and other non-visual cues may give away your general area (making you Hidden rather than Undetected, at GM discretion)

How Applied:

  • Invisibility spell and similar magic
  • Some class abilities and feats
  • Certain magic items

How Removed:

  • Duration expiry
  • Attacking or casting offensive spells (some invisibility effects end on hostile action)
  • See invisibility, true seeing, or similar magic
  • Faerie fire or glitterdust (coats you in visible substance)
  • Interacting with the environment in ways that reveal you (footprints in sand, etc.)
  • Invisible is about light not reflecting off you — visual concealment
  • Hidden is about location uncertainty — they know your area but not your exact space
  • You can be Invisible but still Hidden (if they heard you) or Undetected (if they have no cues)

Tactical Impact: Invisibility is extremely powerful in PF2e. Creatures must guess your square (potentially multiple squares to check) and succeed on a DC 11 flat check. Combined with Sneak to remain Undetected, an invisible character can reposition freely. Blindsense, tremorsense, and scent are the main counters.