Alarm (spell)
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) |
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 hexes. The sound will be loud and unmistakable up to 12 hexes, conversational from 13-24 hexes and faint from 25-36 hexes.
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 demons, devils, shadowy undead, ethereal creatures and the like) cannot be detected. As well, alarms will tend to attract some creatures, such as shriekers.
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.