Alarm

Effect

2nd Edition
When an alarm spell is cast, the wizard causes a selected area to react to the presence of any creature larger than a normal rat--anything larger than about 1/2 cubic foot in volume or more than about three pounds in weight. The area of effect can be a portal, a section of floor, stairs, etc. As soon as any creature enters the warded area, touches it, or otherwise contacts it without speaking a password established by the caster, the alarm spell lets out a loud ringing that can be heard clearly within a 60-foot radius. (Reduce the radius by 10 feet for each interposing door and by 20 feet for each substantial interposing wall.) The sound lasts for one round and then ceases. Ethereal or astrally projected creatures do not trigger an alarm, but flying or levitating creatures, invisible creatures, or incorporeal or gaseous creatures do. The caster can dismiss the alarm with a single word.
 
3.5th Edition
Alarm sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible.   Mental Alarm A mental alarm alerts you (and only 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.   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.   Alarm can be made permanent with a permanency spell.

 
5th Edition
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.   A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.   An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
 
Pathfinder 2e
You ward an area to alert you when creatures enter without your permission. When you cast alarm, select a password. Whenever a Small or larger corporeal creature enters the spell's area without speaking the password, alarm sends your choice of a mental alert (in which case the spell gains the mental trait) or an audible alarm with the sound and volume of a hand bell (in which case the spell gains the auditory trait). Either option automatically awakens you, and the bell allows each creature in the area to attempt a DC 15 Perception check to wake up. A creature aware of the alarm must succeed at a Stealth check against the spell's DC or trigger the spell when moving into the area.
Heightened (3rd) You can specify a trigger for which types of creatures sound the alarm spell.
 

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Spell Descriptors
Sonic
2nd Edition
Level
1
School
Abjuration, Evocation, Geometry
Range
10 Yards
Save
None
Duration
4 Hours + 1/2 Hour/Level
Components
V, S, M (A tiny bell and a piece of very fine silver wire)
AoE
Up to 20-foot Cube
Casting Time
1 Round

 
3.5th Edition
Level
Bard 1, Seeker 1, Sorcerer/Wizard 1
Components
V, S, F/DF (A tiny bell and a piece of very fine silver wire)
Casting Time
1 Standard Action
Range
Close (25 ft. + 5 ft/2 levels)
Area
20-ft.-radius emanation centered on a point in space
Duration
2 hours/level (D)
Saving Throw
None
Spell Resistance
No

 
5th Edition
Level
Bard 1, Wizard 1
Casting Time
1 Minute (Ritual)
Range
30 Feet
Components
V, S, M (A tiny bell and a piece of fine silver wire)
Duration
8 Hours

 
Pathfinder 2e
Tags
Concentrate, Manipulate
Traditions
Arcane, Divine, Occult, Primal
Cast
10 Minutes
Range
Rouch
Area
20-foot burst
Duration
8 Hours

 

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