| Alarm |
Alarm |
| pf2e/spell |
| pf2e/spell/level_1 |
| pf2e/school/abjuration |
| pf2e/spelltype/utility |
| pf2e/tradition/arcane |
| pf2e/tradition/divine |
| pf2e/tradition/occult |
| pf2e/tradition/primal |
|
1 |
abjuration |
utility |
| arcane |
| divine |
| occult |
| primal |
|
10 minutes |
|
3 gp silver bell focus |
touch |
20-foot burst |
Pathfinder Core Rulebook |
8 hours |
|
|
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 criteria for which creatures sound the alarm spell-for instance, orcs or masked people.
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