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Cast See Invisibility on others or not?
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<blockquote data-quote="1StrangeFellow" data-source="post: 141615" data-attributes="member: 3954"><p>The way the spell reads literally doesn't seem to have much consistency or logic, however. My argument is with WoTC, not you or the DM.</p><p></p><p>For one thing, the range doesn't help in most situations because in dark dungeons or dimly lit scenes where you're likely to encounter invisible things, your vision doesn't always allow you to see as far as the range of the spell anyway (100' + 10'/level). My dwarf's darkvision in the dimly lit ruins he was in today, for example, only allowed him to see 60'. Why wouldn't see invisible just allow you to see invisible to your limit of vision? Why would it provide a range beyond your normal vision under some circumstances? Why couldn't you see something beyond this range to your natural limit, say in a field in pure daylight while a spell like True Seeing, which seems like the 'upgrade' to See Invisible would? Making it a cone with a certain range makes it, as you suggest, similar to the detect spells, which screws with the naming conventions in the PHB, it should then be called <em>Detect Invisible</em>.</p><p></p><p>With Darkvision, just one spell level higher, you can grant others the ability to see in total darkness. One level lower, a spell that grants the ability to enhance vision in respect to one thing only - invisibility, which should be considerably (extremely) more rare than darkness in most worlds - apparently can only be cast on yourself. The 3rd level spell has daily uses and applications, and can be cast on others - night and darkness are extremely common. The 2nd level spell is good in one case - that rarely encountered invisible foe - and apparently can only be cast on yourself. Compared to the differences between other 2nd and 3rd level spells, See Invisibility seems too weak compared to another vision-enhancing spell at 3rd level, Darkvision.</p><p></p><p>Also, compared to other 2nd level spells this seems fairly weak. If it is considered a utility spell that you can only cast on yourself, then compared to other utility spells of that level you can only cast on yourself this seems to have one use, instead of multiple uses like Alter Self. As it reads See Invisible is only good when fighting an invisible foe and only helps the typically weakest fighter (not in my case, but typically) in the party - the wizard. If you could at least cast it on others and see each other while invisible so that you can stay together, signal to one another, not bump into or get caught in an invisible companion's crossfire or allow a more combat-capable character to see and hit an invisible target, it would then have more uses like other spells of its level.</p></blockquote><p></p>
[QUOTE="1StrangeFellow, post: 141615, member: 3954"] The way the spell reads literally doesn't seem to have much consistency or logic, however. My argument is with WoTC, not you or the DM. For one thing, the range doesn't help in most situations because in dark dungeons or dimly lit scenes where you're likely to encounter invisible things, your vision doesn't always allow you to see as far as the range of the spell anyway (100' + 10'/level). My dwarf's darkvision in the dimly lit ruins he was in today, for example, only allowed him to see 60'. Why wouldn't see invisible just allow you to see invisible to your limit of vision? Why would it provide a range beyond your normal vision under some circumstances? Why couldn't you see something beyond this range to your natural limit, say in a field in pure daylight while a spell like True Seeing, which seems like the 'upgrade' to See Invisible would? Making it a cone with a certain range makes it, as you suggest, similar to the detect spells, which screws with the naming conventions in the PHB, it should then be called [I]Detect Invisible[/I]. With Darkvision, just one spell level higher, you can grant others the ability to see in total darkness. One level lower, a spell that grants the ability to enhance vision in respect to one thing only - invisibility, which should be considerably (extremely) more rare than darkness in most worlds - apparently can only be cast on yourself. The 3rd level spell has daily uses and applications, and can be cast on others - night and darkness are extremely common. The 2nd level spell is good in one case - that rarely encountered invisible foe - and apparently can only be cast on yourself. Compared to the differences between other 2nd and 3rd level spells, See Invisibility seems too weak compared to another vision-enhancing spell at 3rd level, Darkvision. Also, compared to other 2nd level spells this seems fairly weak. If it is considered a utility spell that you can only cast on yourself, then compared to other utility spells of that level you can only cast on yourself this seems to have one use, instead of multiple uses like Alter Self. As it reads See Invisible is only good when fighting an invisible foe and only helps the typically weakest fighter (not in my case, but typically) in the party - the wizard. If you could at least cast it on others and see each other while invisible so that you can stay together, signal to one another, not bump into or get caught in an invisible companion's crossfire or allow a more combat-capable character to see and hit an invisible target, it would then have more uses like other spells of its level. [/QUOTE]
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