Reveal (Priest Spell)

Reveal allows the caster or another creature to which the ointment spell component is applied to see clearly the location and outline of symbols, glyphs of warding, magically concealed inscriptions, and dweomers existing upon surfaces that are 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. (Spellcraft proficiency checks might be applicable to determine that a marking is a glyph of warding and what its identity is, for instance.)
Reveal shows the presence of active or inactive gates or other links between planes, including the presence of an astral silvery cord, but does 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).
The spell requires an ointment composed of four drops of wine, two drops of water, two drops of giant squid sepia, a pinch of powdered eyebright (an herb), a large powdered blue sapphire worth at least 1,000 gp, and a powdered carbuncle (a deep-red gamet) worth at least 300 gp. The caster mixes these in a ceramic or stone bowl, speaks the words of the spell while holding his or her holy symbol over the paste, and then applies it to the eyes of the recipient.
The reverse of the spell, conceal, masks all the above things from any creature to whom a different ointment is applied for one turn per level of the caster. (This ointment is composed of a pinch of powdered monkshood, six drops of onion juice, a pinch of dust, and seven drops of water, mixed and enspelled as above.) If during this time the affected being employs true seeing, detect magic, or equivalent magic, these spells appear to work, but the phenomena listed above are simply not 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 touched by the caster twice (two successful attack rolls required), but washing out the eyes or any means short of dispel magic or a limited wish does not prevent the ointment from working.
Notes: Granted by Tempus, war god of the Forgotten Realms setting.
Category:Priest Spells
Category:Spells from Faiths & Avatars
Category:Spells
Category:Reversible Spells