Alarm spell
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Is there any method for doing this? I'm playing a rogue in a city based game, and that spell has ruined my larcenous efforts 3 times thus far. Are there any methods of getting past this vexatious spell without informing the caster? I am in doubt, it might count as a magical trap in my opinion, but I would like some additional feedback on that. My initial thought was: "of course you can use perception and disable device to take care of it; you've got Trapfinding! It's only a DC26!
Alarm spell
Of all the rituals to have stashed away in your spellbook, Alarm is one of the most consistently useful — if less dramatic — choices. In essence, Alarm is one of those spells that does exactly what you expect it to do. When you cast it you set an invisible ward on a door, window or area just about big enough for the party to camp in. If anything crosses the boundary it sets off an alarm that can either be audible to everybody in range or to just you. So long as you carry a focus or a component pouch with you and have it in your spellbook you can cast it as often as you like without having to spend anything at all. Want to know when the Duke leaves his study? Alarm the door and set it so that you get a mental alert when it opens. Admittedly these covert approaches may need you to actually prepare the spell and burn a slot on it — hanging around the door with your ritual book out for ten minutes straight is a little suspicious — but can still be worth it if you construct your plan far enough in advance. An extremely solid spell that can help to keep you and your allies safe at virtually zero cost. Not particularly vital, but make sure to learn it if you can. Choose a door, a window, or an area within range that is no larger than a foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. 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.
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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. A mental alarm alerts you and only you so long as you remain within 1 mile of the warded area. A silence spell has no effect on a mental alarm.
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Alarm spell
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Deuxhero said something about Adamantine Feb 10, , pm. Want to know when the Duke leaves his study? Alarm can be made permanent with a permanency spell. Thanks for your time. I can disable the device that triggers the trap just fine. View all held items. Sign In Register. Eventually whatever is behind the door will get fed up and come out, or stop paying attention to the alarm completely. Make your own doors is what he meant, adamantine bypasses object hardness. People who think Tippy equals win. Also, can't you just cast Alarm to dispel Alarm? Not particularly vital, but make sure to learn it if you can Alarm Ritual School: Abjuration Level: 1 Casting time: 1 Minute Range: 30 feet Components: V, S, M a tiny bell and a piece of fine silver wire Duration: 8 hours You set an alarm against unwanted intrusion. Do you really want to go down this rabbit hole, or are you comfortable with just throwing a souped-up Orb of Fire at the thing? I finally surrender.
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a foot cube.
No mention of Alarm Sign me up. We're level 6, and it is a low magic game, hence why I can't get such advanced things like dispel magic. That means either 1 doing so from outside the 60' radius, taking advantage of the "generally" qualifier of Search ; or 2 the spell trap not working as described on anyone with Rogue levels because there's a chance that they could start to Search once they got within 10'. Details Feats Heritages. Now you might need a fairly steady supply of critters in order to keep it up if he starts wanding a MM on them. However, the rules are explicit that a Rogue can use Search and Disable Device on this spell trap. Another, if people really are using this all over town, is to just chuck some stray cats into their perimeter and sneak away laughing. I'm hesitant to say more because I don't want to start another round of: "In MY campaign View all types of alchemical items. Details Feats Research Fields. Details Feats Innovations. Details Feats Bloodlines. So you never have to interrupt a game to look up a rule again: My 3.
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