When an Tocsin Ward spell is cast, the wizard causes a selected area to react to the presence of any corporeal creature larger than a big rat (i.e.: anything larger than about one-half cubic foot in volume or more than about three pounds in weight). The area of effect can be any portal (doorway or window or the like), a section of floor, stairs, or any area no larger than a 20 foot cube.
As soon as any corporeal creature of sufficient size enters the warded area, touches it, or otherwise contacts it, the warding magic of the spell will be triggered. The caster can, at the time of casting decide on the form of the Tocsin Ward: either a mental ‘ping’ only perceptible to the caster or an audible ringing in the area of effect.
A mental tocsin alerts the caster with a telepathic ping if they are within 1 mile of the warded area. This ping awaken the caster if they are sleeping.
An audible tocsin can produce a wide variety of audible effects (whistles, chirps, bells, vocalisations, or other sounds) which must be decided and set by the caster at the time of casting. The maximum intensity of the audible effects are capable of generating an uncomfortable 100dB siren at the source. At 30 yards from the source the maximum audible effect is about as loud as din from a crowded restaurant. The caster can choose the audible effects to be softer or more subtle if desired. Regardless of the choice of audible effect it can be set to repeat one or more times for a maximum duration of 30 seconds and fall silent.
The triggering of the Tocsin Ward spell does not cause it to be dispelled as the ward will remain in effect until its full duration expires or it is dismissed by the caster, who may dismiss it at any time.
Ethereal, astral, extradimensional and some exotic elemental creatures generally do no trigger a Tocsin Ward, however the Tocsin Ward is generally not fooled or otherwise thwarted by flying, levitating, gaseous, invisible creatures that would normally have corporeal bodies.
If the caster chooses, they may optionally set a password, a creature may speak the password immediately prior to entering the warded area, in order to avoid triggering the spell.
* - (a small bell and a piece of very fine silver wire)
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