I do it like this: You use whatever your species targeting sense is, so for humans, elves, dwarves, etc.. it is sight*.
So, unless the spell says otherwise, you must see it in order to affect it, but in the case of detecting someone/thing with a non-targeting sense (like hearing or smell in humans) I will usually give them a chance, but with a hefty negative, like the -50 above. Also, whenever I give negatives like that (not all negatives, though) I give them an increased critical fumble range, to add tension and consequences to "pushing" the magic that way. (Roughly, for every -20 or -25 modifier, their critical fumble range goes up by 1. If it is a really confusing, dangerous, and/or fool-hearty action I might even go up to 1 per -10 modifier.)
*If your species is derived from a bat-like species, then maybe hearing is your targeting sense.