ALARM
Keywords:
ALARM
Category:
magic:spell
Syntax: cast alarm
When an alarm is set, an undetectable ward is set in the area, where anyone
who walks in the vicinity of it will trigger it. No matter who triggers it,
the caster will be notified by means of a magical telepathy that the alarm
has been tripped. Alarm is most effective when there is little traffic to
walk by.
REALMS: alteration foretelling
RP Combat Information:
Spell Type: Area of Effect
Attack Syntax: 1d20 [Check for Critical Failure]
Damage: N/A
Damage Type: N/A
Remarks:
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 120 feet.
RP Combat Information:
Spell Type: Area of Effect
Attack Syntax: 1d20 [Check for Critical Failure]
Damage: N/A
Damage Type: N/A
Remarks:
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 120 feet.