OmnisGM / rules
GitHub ↗
D&D · SRD 5.2.1 (5.5e, 2024)

Alarm 1st-level Abjuration

Casting Time
1 minute
Range
30 feet
Area
20-foot Cube
Components
V, S, M (a bell and silver wire)
Duration
8 hours
Classes
Ranger, Wizard

You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is audible or mental:

Audible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.

Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you're asleep.

Build your character in OmnisGM An interactive character sheet — for these very rules.
Includes material from the System Reference Document (SRD 5.2.1 / 5.1) by Wizards of the Coast, licensed under CC BY 4.0. Legal