pathfinder2e-notes/content/Mechanics/Spells/Spells/Level 1/Alarm.md
2025-06-04 22:42:06 +02:00

1.6 KiB

name alias tags level school type traditions time pf2etime requirements range area source duration traits components description
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
common
abjuration
material
somatic
verbal
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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==abjuration==

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