Alarm
(Evocation)
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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.