Reveal Magic (Wizard Spell)

==City of Splendors Version==
Available to: Dagsumn; Guild, Watch, assorted mages
With this spell, wizards can make the hidden auras of magical spells and items visible to all, rather than personally viewing the same via Detect Magic. The spell can be cast two different ways, each with distinct effects.
If cast over an area, the spell reveals all magical radiations within a ten-foot radius with an additional five-foot radius for every two levels of the mage (for example, a 7th level mage reveals magic in a 25-foot radius area). The intensity and type of magic cannot be determined, as all magical items and fields glow equally bright (akin to torchlight).
If cast specifically on one item, the spell reveals the item's magical aura as flickering flames; the higher the flames, the more powerful the magic (and the color of the flames grants the mage a 10% chance per level to identify if a certain type of magic is present, like alteration, conjuration, etc.). If a curse is present on the item, there is a 20% chance that the magical flames are colored black to signify the curse; if otherwise, it just registers the type of magic in the item.
Like detect magic, this spell is blocked by one-foot-thick stone walls, solid metal of one-inch thickness, or a yard or more of solid wood. The spell was created by Dagsumn of Waterdeep, and he sold the spell information to the Watchful Order of Magists & Protectors for guild membership and enough gold to buy a townhouse in Castle Ward. Dagsumn also sells the spell on scrolls to anyone with 500 gold pieces.
==Wizard's Spell Compendium Version==
With this spell, a wizard can make the hidden auras of magical spells and items visible to all, rather than personally viewing the same via detect magic. The spell can be cast two different ways, each with distinct effects.
Cast on an Area. The spell reveals all magical radiations within a 10-foot radius, with an additional 5-foot radius for every two levels of the wizard (for example, a 7th-level wizard reveals magic in a 25-foot radius area). This casting is immobile. The intensity and type of magic cannot be determined, as all magical items and fields glow equally bright (akin to torchlight).
Cast on One Item. The spell reveals the item's magical aura as flickering flames; the higher the flames, the more powerful the magic. The color of the flames grants the wizard a 10% chance per level to identify whether a certain type of magic is present: alteration, conjuration, etc. If a curse is present on the item, the magical flames are 20% likely to be black; otherwise, they just register the type of magic in the item.
Like detect magic, this spell is blocked by 1-foot thick stone walls, solid metal of 1-inch thickness, or a yard or more of solid wood.
The spell was created by Dagsumn of Waterdeep, and was sold to the Watchful Order of Magists and Protectors for guild membership and enough gold to buy a townhouse in Castle Ward. Dagsumn also sells the spell on scrolls to anyone with 500 gp.
Notes: Common the City of Waterdeep, un­common elsewhere in the Forgotten Realms setting; otherwise, very rare.
Category:Wizard Spells
Category:Spells from City of Splendors
Category:Spells
Category:Spells from Wizard's Spell Compendium