Escape Alarm

Escape Alarm

Abjuration
Level: Artificer* 2, Bard* 2, Hunter* 2, Inquisitor* 2, Ranger* 2, Sorcerer*/Wizard * 2, Summoner* 2
Components: V, S, F (a short segment of a chain)
Casting Time: 1 Standard Action
Range: medium (100 ft. + 10 ft./level)
Area: ten 10-foot cubes/level
Duration: 24 hours
Saving Throw: None
Spell Resistance: no
  You place a ward on an area that notifies you when a creature exits it.
  Escape Alarm creates a subtle ward on an area you select. Once the spell effect is in place, it thereafter sounds a mental or audible alarm each time a creature of Tiny or larger size exits the warded area.
  When you place an escape alarm, you can attune up to one additional creature per Caster Level to the spell. You are automatically attuned to your own escape alarm and don't count against the limit. Attuned creatures can enter and exit the spell's area without triggering the alarm.
  You decide at the time of casting whether the alarm will be mental or audible in nature.
  Mental Alarm: A mental alarm alerts you so long as you remain within 1 mile of the warded area. You note a single mental "ping" that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm. All attuned creatures receive a similar mental alert when someone exits the warded area.
  Audible Alarm: An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall.
  In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing. Ethereal or astral creatures do not trigger the alarm.

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