Alarm - DnD 5e stats

Alarm

  • Casting Time: 1 minute
  • Classes: Ranger, Wizard
  • Components: V S M
  • Duration: 8 hours
  • Level: 1
  • Material: a tiny bell and a piece of fine silver wire
  • Name: Alarm
  • Range: 30 feet
  • Ritual: Yes
  • School: Abjuration
  • Target: A door, a window, or an area within range that is no larger than a 20-foot cube

You set an alarm 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, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.

A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.

An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.


The SendingStone review

Alarm is a first-level spell that can be cast by rangers and wizards in the popular tabletop game D&D. It takes a minute to cast and lasts for eight hours, during which time it sets off a ringing bell within a 30-foot range if any undesired movement occurs within the guarded area. Alarm is a useful tool for securing an area, but it also has its limitations. For example, it doesn't provide any information about what is triggering the alarm, only that something is present and moving. Additionally, enemies can try to avoid triggering the alarm by carefully approaching the guarded area. Despite these limitations, the Alarm spell is still a valuable asset to have when safeguarding a specific location.


Alarm is D&D (Dungeons & Dragons) 5th edition content, but other TTRPGs may have their own version such as a Alarm Pathfinder edition. Want to use Alarm in a VTT (virtual tabletop)? Try out SendingStone for free today!


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