Level
1st
Casting Time
1 Minute Ritual
Range/Area
30 ft.
Components
V, S, M *
Duration
8 Hours
School
Abjuration
Attack/Save
None
Damage/Effect
Detection

You set an alarm trap 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, your alarm trap deals 2d6 psychic damage to any Tiny or larger creature that touches or enters the warded area.

When you cast the spell, you can designate creatures that won't set off the alarm trap. You may also choose to have the alarm trap trigger a piercingly loud audible alert that persists for 10 seconds OR a silent mental alert that pings your mind if you are within 1 mile of the warded area and awakens you if you are sleeping. However, if you choose to have a mental alert, you must succeed on a Wisdom saving throw or take the same psychic damage the triggering creature received.

 

* - (a tiny bell and a piece of fine silver wire)

Spell Tags: Detection

Available For: Ranger (Legacy) Wizard (Legacy) Paladin (Legacy) - Oath of the Watchers Rogue (Legacy) - Arcane Trickster (Legacy)

jcieslewski