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Alarm

ALARM - Abjuration (ritual) - 1st Level

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.  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 Tiny or larger 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 mental or audible.
  A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area.  This ping awakens you if you are sleeping.
​  An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
Source: Player's Handbook
Class List: Ranger, Wizard.
Section 15: Copyright Notice
© 2014 Wizards of the Coast LLC; Lead Designers: Mike Mearls and Jeremy Crawford.

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  • The Nexus
  • GM's Corner
    • Voidspeaker
  • DM Podcast
  • Knight Owls
    • The Gray Owls Initiative (21+) >
      • Gray Races
      • Gray Classes
    • KO Event Dates - Descriptions
    • Knight Owls Armory >
      • Protection
      • Potions, Scrolls, and Consumables
      • Weaponry
      • Rings and Wares
      • Adventurer Essentials
      • Custom Mixes and Crafting Rules
    • Owls History
    • Assets
  • Dungeons and Dragons
    • Character Creation - D&D >
      • FEATS
      • PRESTIGE CLASSES
    • Spell Compendium - D&D 5e >
      • Custom Crafted
      • Expanded Invocations List