Escape Alarm

School abjuration; Level arcanist 2, bard 2, hunter 2, inquisitor 2, occultist 2, psychic 2, ranger 2, skald 2, sorcerer/wizard 2, spiritualist 2, summoner 2, summoner (unchained) 2


Casting Time 1 standard action
Components V, S, F (a short segment of chain)


Range medium (100 ft. + 10 ft./level)
Area ten 10-foot cubes/level
Duration 24 hours
Saving Throw none; Spell Resistance no


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.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Villain Codex © 2016, Paizo Inc.; Authors: Alexander Augunas, Logan Bonner, Paris Crenshaw, Dan Dillon, Crystal Frasier, Amanda Hamon Kunz, Eric Hindley, Mikko Kallio, Dale C. McCoy, Jr., Stephen Radney-MacFarland, Thomas M. Reid, Alistair Rigg, Alex Riggs, Mark Seifter, and Linda Zayas-Palmer.?

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