Pathfinder 2 Alarm Spell

Alarm

SPELL 1
ABJURATION

Traditions arcane, divine, occult, primal

Cast [10 Minutes] material, somatic, verbal

Requirements 3 gp silver bell focus

Range touch

Area 20-foot burst

Duration 8 hours


You ward an area to alert you when creatures enter without your permission. When you cast alarm, select a password. Whenever a Small or larger corporeal creature enters the spell’s area without speaking the password, alarm sends your choice of a mental alert (in which case the spell gains the mental trait) or an audible alarm with the sound and volume of a hand bell (in which case the spell gains the auditory trait). Either option automatically awakens you, and the bell allows each creature in the area to attempt a DC 15 Perception check to wake up. A creature aware of the alarm must succeed at a Stealth check against the spell’s DC or trigger the spell when moving into the area.


Heightened (3rd) You can specify criteria for which creatures sound the alarm spell—for instance, orcs or masked people.


Similar Spells

Ventriloquism H

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Traditions arcane, divine, occult, primal

Level 1

Cast [2 Actions] somatic, verbal

Duration 10 minutes


Throw your voice.

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Mending H

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Traditions arcane, divine, occult, primal

Level 1

Cast [10 Minutes] somatic, verbal

Range touch

Targets non-magical object of light Bulk or less


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Fear H

EMOTION ENCHANTMENT FEAR MENTAL

Traditions arcane, divine, occult, primal

Level 1

Cast [2 Actions] somatic, verbal

Range 30 feet

Targets 1 creature

Saving Throw Will

Duration varies


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Section 15: Copyright Notice

Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Designers: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.