D20r:Spells

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(Burning Hands)
(Alarm)
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=== Air Walk===
=== Air Walk===
=== Alarm===
=== Alarm===
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{{d20rSpell
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  | name = Alarm
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  | desc = Abjuration, Eternal
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  | class1 = Sorcerer
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  | class1level = 1
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  | class2 = Wealth
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  | class2level = 2
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  | class3 = Wizard
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  | class3level = 1
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  | time = 1 standard action
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  | range = Close (25 ft. + 5 ft./2 levels)
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  | area = 20 ft. radius emanation centered on a point in space
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  | dur = 2 hours/level
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  | save = None
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  | SR = No
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  | flavor =
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  | rules = ''Alarm'' sounds a mental or audible alarm each time a creature of Tiny or larger size enters or touches the warded area or object. 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.
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''Mental Alarm'': A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental "ping" that awakens you from normal sleep but does not otherwise disturb concentration. A ''silence'' spell has no effect on a mental alarm.
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''Audible Alarm'': An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall.
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In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a ''silence'' spell cannot hear the ringing.
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Ethereal or astral creatures do not trigger the ''alarm''.
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''Alarm'' can be made permanent with a permanency spell.
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  | eternal = As a swift action, you modify the shape of your next spell with a range other than "personal". Rather than its typical effects, you place it within a square adjacent to you. You must specify all effects, options, and other relevant variables when you cast the spell.
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The next creature to enter the warded square triggers the spell, and all of the spell's effects take place at that time. Even if the spell affects an area, only the creature that is in the square when the ward is triggered is affected.
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An ''alarmed'' spell remains for 1 hour or until it is triggered. A Search check (against the spell's normal DC) reveals its presence, as do ''detect magic'' and similar abilities. A character who has located the trap can make a Disable Device check (against the spell's normal DC) to remove it: success indicates that the spell has been disarmed; failure indicates that the person attempting to remove the ward has triggered it and suffers full effects of the ''alarmed'' spell.  ''Dispel magic'' or similar effects can remove an ''alarmed'' spell: they do not trigger the ward even on a failed check.
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}}
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=== Align Weapon===
=== Align Weapon===
=== Alter Self===
=== Alter Self===

Revision as of 06:20, 4 March 2011

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