Difference between revisions of "Alarm"

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|target=Area
 
|target=Area
 
|time=Two hours per school rank
 
|time=Two hours per school rank
|description=The mage can place a perimeter alarm around an area; so that a loud noise signifies entrance by unwanted parties.  The mage can also choose to be notified silently.  The mage can cover an area that is 10 feet radius per school rank or smaller.
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|description=The mage can place a perimeter alarm around an area, so that a loud noise signifies entrance by unwanted parties.  The mage can also choose to be notified silently.  Any creature who enters the alarmed area, with a Disposition of Neutral or worse towards the mage, trips the alarm (see the [[Negotiate]] skill for information on Disposition). The size of the alarmed area is dependent on the level. Once the alarm is tripped, the spell ends.
|level1=Any creatures entering the Alarmed area set off the spell, and it is diffused.
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|level1=20 foot radius
|level2=The mage can pick several people to be permitted by the spell (they must all be present at the time of casting, or have a piece of organic material – blood, hair, etc.).  When the spell is triggered, it ends.
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|level2=40 foot radius
|level3=The spell can be triggered twice before ending
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|level3=60 foot radius
|level4=Permitted parties need not be present at time of casting
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|level4=80 foot radius
|level5=Alarm remains in effect, no matter how many times it is tripped
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|level5=100 foot radius
 
}}
 
}}
[[Category:Needs Overhaul]]
 

Revision as of 22:01, 27 March 2011

This spell has a unknown essence
This is a sound spell
Rarity 1
AP 4
Target Area
Distance Contact
Lasts Two hours per school rank

The mage can place a perimeter alarm around an area, so that a loud noise signifies entrance by unwanted parties. The mage can also choose to be notified silently. Any creature who enters the alarmed area, with a Disposition of Neutral or worse towards the mage, trips the alarm (see the Negotiate skill for information on Disposition). The size of the alarmed area is dependent on the level. Once the alarm is tripped, the spell ends.

Intensity Effects

  1. 20 foot radius
  2. 40 foot radius
  3. 60 foot radius
  4. 80 foot radius
  5. 100 foot radius