Difference between revisions of "Alarm (spell)"
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'''Alarm''' is a spell that traps a space with an enchanted warning system, triggering a loud sound whenever a creature or object of a designated weight enters the area of effect. The alarm can be heard up to 180 feet away, or 36 [[Combat Hex|hexes]]. Within 12 hexes, the sound is loud and unmistakable. Between 13 and 24 hexes, it is distinct but less jarring, and beyond 25 hexes, it's faint yet still noticeable. | '''Alarm''' is a spell that traps a space with an enchanted warning system, triggering a loud sound whenever a creature or object of a designated weight enters the area of effect. The alarm can be heard up to 180 feet away, or 36 [[Combat Hex|hexes]]. Within 12 hexes, the sound is loud and unmistakable. Between 13 and 24 hexes, it is distinct but less jarring, and beyond 25 hexes, it's faint yet still noticeable. | ||
Revision as of 16:43, 12 March 2025
Alarm is a spell that traps a space with an enchanted warning system, triggering a loud sound whenever a creature or object of a designated weight enters the area of effect. The alarm can be heard up to 180 feet away, or 36 hexes. Within 12 hexes, the sound is loud and unmistakable. Between 13 and 24 hexes, it is distinct but less jarring, and beyond 25 hexes, it's faint yet still noticeable.
Range | 10 ft. |
Duration | until dispelled or tripped |
Area of Effect | one 20 ft. diameter square per level |
Casting Time | 1 round |
Saving Throw | none |
Level | bard (1st); mage (1st) |
The alarm can be calibrated to detect movement from anything weighing at least three pounds, though the caster may choose a different minimum weight as necessary. This allows for flexibility in targeting, preventing the alarm from being triggered by small, insignificant disturbances. The spell does not detect non-material beings, including demons, devils, incorporeal undead or ethereal creatures, which pass through undisturbed.
Because of its nature, the alarm sound may also attract certain creatures, such as shriekers, which are drawn to noise. The pitch of the alarm is customisable at the caster's discretion, though it cannot be formed into words, music or complex tones.
In addition to covering areas, the spell may also be attached to specific objects rather than the entire room or passage. This allows for more precise security, ensuring that a person entering a space does not trigger the alarm unless they interact with a specific door, chest or item enchanted by the spell.
See Trip (spell)