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.
  
 
{{Spelltable
 
{{Spelltable
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| range = 10 ft.
 
| range = 10 ft.
 
| duration = until dispelled or tripped
 
| duration = until dispelled or tripped
| area of effect = one 20 ft. diameter square per level
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| area of effect = one 20 ft. diameter square per [[Experience Level|level]]
| casting time = 1 round
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| casting time = 1 [[Combat Round|round]]
 
| save = none
 
| save = none
 
| level = [[Bard 1st Level Spells|bard (1st)]]; [[Mage 1st Level Spells|mage (1st)]]
 
| level = [[Bard 1st Level Spells|bard (1st)]]; [[Mage 1st Level Spells|mage (1st)]]
 
}}
 
}}
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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.
  
Traps a space so that a person entering the area of effect will trigger a noise that can be heard as far as 180 ft., or 36 [[Combat Hex|hexes]]. The sound will be loud and unmistakable up to 12 hexes, conversational from 13-24 hexes and faint from 25-36 hexes.
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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 [[Demon|demons]], [[Devil|devils]], incorporeal [[Undead|undead]] or [[Ethereal Plane (inner plane)|ethereal]] creatures, which pass through undisturbed.
  
The alarm will detect the movement of anything as small as three pounds if so desired by the caster; however, the caster can set the minimum to whatever number seems best. Non-material beings (such as [[Demon|demons]], [[Devil|devils]], shadowy undead, ethereal creatures and the like) cannot be detected. As well, alarms will tend to attract some creatures, such as shriekers.
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Because of its nature, the alarm sound may also attract certain creatures, such as [[Shrieker|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.
  
Any pitch of sound may be chosen. Items may be triggered with the spell rather than areas, so that a person moving through a room would not set off the alarm unless they opened a specific door or touched a specific object.
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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.
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See [[Trip (spell)]]
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[[Category: Bardic Spells]][[Category: Magical Spells]][[Category: Reviewed]]

Latest revision as of 16:43, 12 March 2025

Alarm (spell).jpg

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.

Alarm
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)