Alarm
2024 Rules
- Level & School
- 1st-level abjuration
- Casting Time
- 1 minute or Ritual
- Range
- 30 feet
- Components
- V, S, M (a bell and silver wire)
- Duration
- 8 hours
- Classes
- Ranger, Wizard
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. 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.
2014 Rules
- Level & School
- 1st-level abjuration
- Casting Time
- 1 minute
- Range
- 30 feet
- Components
- V, S, M (a tiny bell and a piece of fine silver wire)
- Duration
- 8 hours
- Classes
- Ranger, Wizard
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.
Alarm 5.5e 2024 vs. 5e 2014 edition differences
Alarm popularity
Alarm is a seldom chosen level 1 spell. Choosing it adds a unique option to your spellbook.
- Bottom 50% level 1 Ranger spell
- Bottom 50% level 1 Wizard spell
Spells similar to Alarm
Arcane Lock 2nd-level abjuration
Both are low-level abjuration effects that secure doors or entry points to prevent or detect intrusion.
Glyph of Warding 3rd-level abjuration
It creates a placed, triggerable magical ward that watches an area until triggered, which is conceptually very close to an alarm's triggered protection.
Magic Mouth 2nd-level illusion
Magic Mouth is a placed, triggered effect that produces an audible response when someone activates it, similar to Alarm's audible option.
Mordenkainen's Faithful Hound 4th-level conjuration
Faithful Hound creates a persistent guardian that detects and reacts to intruders over an extended period, much like an alarmed sentinel.
Find Familiar 1st-level conjuration
A familiar can be stationed to watch an area and relay information back to the caster, providing an information-and-alerting function akin to Alarm's mental notice.