Alarm
(Evocation)


L^: mu1
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R#: 1"
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D^: 2-8 turns + 1 turn/level
C^: v.s.m
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CT: 1r
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S^: None
A^: Up to 20 sq. ft./level
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Effect: When an alarm spell is cast,
the MU causes a selected area to react to the presence of any living creature larger than a normal rat,
i.e. anything larger than about one-half cubic foot in volume or more than 3 pounds in weight.

The AREA of effect can be a portal, a section of floor, stairs, etc.
As soon as any living creature sets foot upon the area, touches it, or otherwise contacts it,
the alarm spell will evoke a loud ringing which will be clearly heard within a 60' radius.
(Reduce the radius by 10' for interposing doors, and 20' for substantial interposing walls.)
The sound will last for 1 segment && then cease.
While undead creatures will not cause the spell to function,
invisible creatures,
as well as those from other planes who are otherwise alive, will do so.
Ethereal || astrally projected creatures will not trigger an alarm,
but flying and levitating creatures will.

MC: A tiny bell && _a piece of very fine silver wire_ .
 

WSG: Nothing can take the place of an alert sentry on duty at a
campsite, but this spell can give an added assist for a short time
by guarding an area that is not in the sentry’s line of sight. Unless
the caster is of very high level, it is not usually prudent to cast this
spell on the campsite itself, since it cannot protect a large enough
area to give characters adequate warning of an approaching intruder.
A better tactic is to cast it on a spot a short distance from
the campsite, perhaps on a path that runs toward or parallel to
the campsite.