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Spell
Alarm
REG-985086E8
Spell
Archive Status
Public
Last Revision
4 Jun 2026
Campaign
Shivath
You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube [Area of Effect]. Until the spell ends, an alarm alerts you whenever a 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 audible or mental:
Audible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.
Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you're asleep.
Classes: Ranger, Wizard, Artificer
Subclasses: Bard (College of Lore), Fighter (Eldritch Knight), Paladin (Oath of the Watchers), Rogue (Arcane Trickster), Sorcerer (Clockwork Sorcery), Wizard (Abjurer), Sorcerer (Clockwork Soul)
Feats / Features: Artificer Initiate, Magic Initiate, Ritual Caster, Mark of Warding, Quicksmithing, Strixhaven Initiate