Reveal (Divination) Reversible: Conceal

Level: 4
Range: Touch
Duration: 4 rounds
Area of Effect: 12? sight range
Components: V,S,M
Casting Time: 7 segments
Saving Throw: None

This spell
is CAST upon the cleric or another (willing)
creature into whose eyes the cleric
induces the material component of the
spell.

It allows the affected being to see
clearly the location and outline of symbols,
glyphs of warding, magically concealed
inscriptions, and dweomers
existing upon surfaces viewed, even if
these are not yet activated (such as magic
mouth, Mordenkainen's faithful
hound, Leomund's trap, Nystul's magic
aura, hallucinatory terrain, wall of
force). No clue as to the precise nature
of the magic is given by the spell, but
protective circles, symbols, and glyphs
can all be scrutinized in detail and
might well be identified by someone
familiar with them, or recorded for later
study.

Reveal will show the presence of
gates (or other links between planes,
including the presence of an astral silvery
cord), inactive or not, but will not
reveal astral, ethereal, or invisible creatures
or things. Unlike true seeing, the
auras of creatures are not shown; nor
are polymorphed or magically changed
things shown for what they truly are
(although the dweomer of an illusion,
for example, would be seen) or formerly
were.

MC: The spell requires an ointment composed
of four drops of the cleric's (or
spell recipient's) blood; two drops of
water; two drops of giant squid sepia; a
pinch of the powdered herb eyebright;
and two powdered gemstones, a large
blue sapphire and a carbuncle of at
least medium size. The cleric mixes
these in a bowl or depression of stone,
china, or earthenware (not wood or
metal) with his or her finger, speaks the
words of the spell while holding his or
her holy symbol over the paste, and
then applies it to the eyes.

Conceal: The reverse of the spell, conceal, will
mask all the above things from any
creature to whom the ointment (composed
in this case of a pinch of powdered
monkshood (aconite); six drops
of onion juice; a pinch of dust; and seven
drops of water, mixed and enspelled
as above) is applied for one turn per
level of the cleric casting the conceal,
and if during this time the affected
being employs true seeing or detect
magic or equivalent magics, these spells
will appear to work, but the phenomena
listed above will simply not be seen
by the affected creature.

Awake, mobile creatures unwilling to have the
ointment for either version of the spell
applied to their eyes must be contacted
by the cleric twice (two successful hit
rolls required), but washing or any
means short of dispel magic, exorcise,
or a limited wish will not prevent the
ointment from working.
 
 
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