@Override
	public boolean invoke(MOB mob, Vector commands, Physical givenTarget, boolean auto, int asLevel)
	{
		final Set<MOB> h=properTargets(mob,givenTarget,false);
		if(h==null)
		{
			mob.tell(_("There doesn't appear to be anyone here worth making invisible."));
			return false;
		}

		// the invoke method for spells receives as
		// parameters the invoker, and the REMAINING
		// command line parameters, divided into words,
		// and added as String objects to a vector.
		if(!super.invoke(mob,commands,givenTarget,auto,asLevel))
			return false;

		final boolean success=proficiencyCheck(mob,0,auto);

		if(success)
		{
			if(mob.location().show(mob,null,this,verbalCastCode(mob,null,auto),auto?"":_("^S<S-NAME> wave(s) <S-HIS-HER> arms and speak(s) softly.^?")))
				for (final Object element : h)
				{
					final MOB target=(MOB)element;

					// it worked, so build a copy of this ability,
					// and add it to the affects list of the
					// affected MOB.  Then tell everyone else
					// what happened.
					final CMMsg msg=CMClass.getMsg(mob,target,this,verbalCastCode(mob,target,auto),null);
					if(mob.location().okMessage(mob,msg))
					{
						mob.location().send(mob,msg);
						mob.location().show(target,null,CMMsg.MSG_OK_VISUAL,_("<S-NAME> fade(s) from view!"));
						final Spell_Invisibility spell=new Spell_Invisibility();
						spell.setProficiency(proficiency());
						spell.beneficialAffect(mob,target,asLevel,0);
					}
				}
		}
		else
			return beneficialWordsFizzle(mob,null,_("<S-NAME> wave(s) <S-HIS-HER> arms and speak(s) softly, but the spell fizzles."));


		// return whether it worked
		return success;
	}