s_emotion | s_name | s_chaotic | s_evil | s_descriptor | s_inquisitor | s_medium | s_ranger | s_casting_time | s_sonic | s_components | s_divine_focus | s_spell_resistence | s_pain | s_psychic | s_air | s_effect | s_magus | s_patron | s_acid | s_electricity | s_shapeable | s_spell_level | s_area | s_source | s_haunt_statistics | s_mythic | s_short_description | s_material | s_verbal | s_disease | s_occultist | s_adept | s_mind_affecting | s_fear | s_ruse | s_shadow | s_summoner | s_description | s_force | s_earth | s_targets | s_subschool | s_costly_components | s_language_dependent | s_duration | s_alchemist | s_focus | s_summoner_unchained | s_range | s_full_text | s_linktext | s_shaman | s_death | s_light | s_SLA_Level | s_meditative | s_wiz | s_mythic_text | s_mesmerist | s_hunter | s_bloodline | s_school | s_bloodrager | s_augmented | s_fire | s_poison | s_oracle | s_antipaladin | s_draconic | s_deity | s_bard | s_water | s_darkness | s_druid | s_sor | s_witch | s_somatic | s_paladin | s_skald | s_investigator | s_material_costs | s_domain | s_saving_throw | s_good | s_spiritualist | s_cold | s_dismissible | s_description_formated | s_curse | s_cleric | s_lawful | 0 | Escape Alarm | 0 | 0 | 2 | -1 | 2 | 1 standard action | 0 | V, S, F (a short segment of a chain) | 0 | no | 0 | 2 | 0 | -1 | 0 | 0 | 0 | bard 2, inquisitor 2, occultist 2, psychic 2, ranger 2, sorcerer/wizard 2, spiritualist 2, summoner/unchained summoner 2 | ten 10-foot cubes/level | Villain Codex | 0 | 0 | 1 | 0 | 2 | -1 | 0 | 0 | 0 | 0 | 2 | You place a ward on an area that notifies you when a creature exits it. This functions as alarm, except as noted. It alerts you when a creature leaves, rather than enters, the area, and you can't select a password to bypass its effects. Instead, when you place an escape alarm, you can attune up to one additional creature per caster level to the spell. You are automatically attuned to your own escape alarm and don't count against the limit. Attuned creatures can enter and exit the spell's area without triggering the alarm. If you select a mental alarm rather than an audible one, all attuned creatures receive the mental alert when someone exits the warded area. | 0 | 0 | 0 | 0 | 24 hours | -1 | 0 | 2 | medium (100 ft. plus 10 ft./level) | Escape Alarm School abjuration; Level bard 2, inquisitor 2, occultist 2, psychic 2, ranger 2, sorcerer/wizard 2, spiritualist 2, summoner/unchained summoner 2CASTINGCasting Time 1 standard actionComponents V, S, F (a short segment of a chain)EFFECTRange medium (100 ft. plus 10 ft./level)Area ten 10-foot cubes/levelDuration 24 hoursSaving Throw none; Spell Resistance noDESCRIPTIONYou place a ward on an area that notifies you when a creature exits it. This functions as alarm, except as noted. It alerts you when a creature leaves, rather than enters, the area, and you can't select a password to bypass its effects. Instead, when you place an escape alarm, you can attune up to one additional creature per caster level to the spell. You are automatically attuned to your own escape alarm and don't count against the limit. Attuned creatures can enter and exit the spell's area without triggering the alarm. If you select a mental alarm rather than an audible one, all attuned creatures receive the mental alert when someone exits the warded area. | NULL | -1 | 0 | 0 | 2 | 0 | 2 | -1 | 2 | abjuration | -1 | 0 | 0 | -1 | -1 | 0 | 2 | 0 | 0 | -1 | 2 | -1 | 1 | -1 | -1 | -1 | NULL | none | 0 | 2 | 0 | 0 | You place a ward on an area that notifies you when a creature exits it. This functions as alarm, except as noted. It alerts you when a creature leaves, rather than enters, the area, and you can't select a password to bypass its effects. Instead, when you place an escape alarm, you can attune up to one additional creature per caster level to the spell. You are automatically attuned to your own escape alarm and don't count against the limit. Attuned creatures can enter and exit the spell's area without triggering the alarm. If you select a mental alarm rather than an audible one, all attuned creatures receive the mental alert when someone exits the warded area. | 0 | -1 | 0 |
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