Difference between revisions of "Alarm"
From NsdWiki
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m (spell level→intensity) |
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|target=Area | |target=Area | ||
|time=Permanent | |time=Permanent | ||
− | |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 | + | |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 Intensity. The spell remains intact indefinitely, but once the alarm is tripped, the spell ends. |
|level1=20 foot radius (campsite) | |level1=20 foot radius (campsite) | ||
|level2=40 foot radius (hut) | |level2=40 foot radius (hut) |
Revision as of 00:07, 15 June 2011
This rule is pretty sexy and doesn't need any attention. Consider it good to go. |
Rarity | 1 |
---|---|
AP | 4 |
Target | Area |
Distance | Contact |
Lasts | Permanent |
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 Intensity. The spell remains intact indefinitely, but once the alarm is tripped, the spell ends.
Intensity Effects
- 20 foot radius (campsite)
- 40 foot radius (hut)
- 60 foot radius (house)
- 80 foot radius (mansion)
- 100 foot radius (fortress)