Continuing the series of Cleric Spells (levels 1-3) that have effects that deal with the "Create Advantage" action.
Detect Charm (Divination) Reversible
Range: 30' or Up to 1 zone away
Duration: The rest of the scene
Components: V, S
Area of Effect: One Creature (at a time)
Casting Time: 1 action
Opposed By: n/a (but can be countered, see "Reversible")
When used by a cleric, this spell will detect whether or not a person or monster is under the influence of a Charm spell. This can be used upon 10 creatures before the spell wanes.
Any Charm-related aspects which are present on the creature touched, are now known to the cleric. The exact nature, of the aspect may not be specifically revealed to the cleric, only that a Charm-related aspect exists on the creature.
There is no variability in the spell, based on its Power.
"Declaring a Story Detail"
If the player expends a Fate point during the casting, the player can declare a story detail about the cleric character detecting a Charm spell upon the target(s). The nature of the aspect would be up to the GM and player to justify any details about that aspect. (Fate Core, p. 13).
Reversible (Obscure Charm)
The effect of this is to modify or obscure an existing "Charm" aspect that already upon the target to make that aspect "hidden". Unlike the normal version of this spell, this can only be used on a single charmed creature.