MADRGN |
Hi I am new to Pathfinder, role playing and forums. So I hope thisakes sense and is done correctly.
Could alarm be cast onto an item of clothing then made permanent. The theory being that anything approaching will set of a mental alarm. (I suppose meaning can never be ambushed when resting)
Maybe a small item such as a broach or belt buckle. So that it can be taken off (turned off) when.in highly populated areas for example.
What do you think guys? Does this work at all?
Nixitur |
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Technically speaking, no.
Yes, Alarm can be made permanent, as you can see from the description of the permanency spell. At those levels, it's not all that expensive either.
However, as you can see from the description of the Alarm spell, Alarm is not cast upon objects, but areas. So, while you could put a permanent Alarm spell around your personal room, so that nobody can get inside without alarming you, you can not cast it on an object and carry the effect around.
ericthecleric |
The character could stick a stone of alarm in your coat pocket and activate the item... Or if the party is resting in a room, he could stick it on the back of the door.
Xuldarinar |
Quote:Alarm says...
...Area 20-ft.-radius emanation centered on a point in spaceI would have to say it does not move with the room.
So we define an area as a fixed location in space, which makes a planet's movement something to ignore or something to consider. The former is unrealist (though it is a game afterall), and the latter rapidly complicates things.
TomParker |
So we define an area as a fixed location in space,
Not at all. The spell itself says it is centered on a point in space. No need to redefine the word "area."
Saethori |
The Skulls and Shackles player guide, at the least, includes numerous notes regarding spell areas interacting with moving structures. Between this and the general line of how things go, one thing becomes apparent: magic takes planetary rotation and orbit into account, but not much else.
If the Alarm was cast in a way such that its radius perfectly fits a room, it is still cast on the air that the room happens to contain. Indeed, it is not even going to be perfectly contained within the room, as most rooms are not perfect 40-foot tall spheres. So the spell already is affecting some of the space outside the room; at minimum above and below, but depending on room dimensions outside more lateral walls as well.
If the room moves, the spell stays. It's centered on the relative point of space, and does not care what structures may exist there. Indeed, it would be difficult to Alarm a cabin on a moving ship, as it would be very little time before the spell effect did not coincide with any part of the ship whatsoever.
Mathius |
Banner of restful nights or Faithful Lantern or Bivouac Banners should allow for an alarmed campground.
Losobal |
The character could stick a stone of alarm in your coat pocket and activate the item... Or if the party is resting in a room, he could stick it on the back of the door.
I don't think the stone would work that way for your coat, unless someone tried to steal your jacket. I could see the door-thing potentially working, but you'd need to get the windows/etc too. And then a foe that bypasses the door (phasing/etc) would ignore all the stones.
Akkurscid |
Akkurscid wrote:So we define an area as a fixed location in space, which makes a planet's movement something to ignore or something to consider. The former is unrealist (though it is a game afterall), and the latter rapidly complicates things.Quote:Alarm says...
...Area 20-ft.-radius emanation centered on a point in spaceI would have to say it does not move with the room.
It is relative... all things are. So yes it (the point in space) moves as the universe moves spinning whirling through all space in time relative to the the things around it. In this case it's just that the planet's position, orbital velocity, angular momentum and continental drift, among other things, were all calculated when the point in space was designated (see magic is hard) and are more relative to the alarm spell than the room's position, which was altered somehow. The room and the alarm spell are not entangled. =D
Diego Rossi |
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Akkurscid wrote:So we define an area as a fixed location in space, which makes a planet's movement something to ignore or something to consider. The former is unrealist (though it is a game afterall), and the latter rapidly complicates things.Quote:Alarm says...
...Area 20-ft.-radius emanation centered on a point in spaceI would have to say it does not move with the room.
Generally it depend on the kind of room and the GM.
With me as a GM:A tent? No, if you pick it up and set it down in a new location.
The internal of a carriage? Probably yes.
A ship cabin? Surely.
If the "room" is something reasonably permanent and well defined for me it is a valid area for alarm even if it move.
If it is something that collapse on itself and then is put up again, like a tent, if is a valid location only as long as it stay in the same location.
Diego Rossi |
The Skulls and Shackles player guide, at the least, includes numerous notes regarding spell areas interacting with moving structures. Between this and the general line of how things go, one thing becomes apparent: magic takes planetary rotation and orbit into account, but not much else.
If the Alarm was cast in a way such that its radius perfectly fits a room, it is still cast on the air that the room happens to contain. Indeed, it is not even going to be perfectly contained within the room, as most rooms are not perfect 40-foot tall spheres. So the spell already is affecting some of the space outside the room; at minimum above and below, but depending on room dimensions outside more lateral walls as well.
If the room moves, the spell stays. It's centered on the relative point of space, and does not care what structures may exist there. Indeed, it would be difficult to Alarm a cabin on a moving ship, as it would be very little time before the spell effect did not coincide with any part of the ship whatsoever.
Area 20-ft.-radius emanation centered on a point in space
It is blocked by walls, but you are right, it is placed on a point in space, so, RAW, it will not move with a carriage or a ship.
I would rule differently, but that is personal taste and a houserule. for me the location can use the room/carriage walls as a reference.MeanMutton |
Saethori wrote:The Skulls and Shackles player guide, at the least, includes numerous notes regarding spell areas interacting with moving structures. Between this and the general line of how things go, one thing becomes apparent: magic takes planetary rotation and orbit into account, but not much else.
If the Alarm was cast in a way such that its radius perfectly fits a room, it is still cast on the air that the room happens to contain. Indeed, it is not even going to be perfectly contained within the room, as most rooms are not perfect 40-foot tall spheres. So the spell already is affecting some of the space outside the room; at minimum above and below, but depending on room dimensions outside more lateral walls as well.
If the room moves, the spell stays. It's centered on the relative point of space, and does not care what structures may exist there. Indeed, it would be difficult to Alarm a cabin on a moving ship, as it would be very little time before the spell effect did not coincide with any part of the ship whatsoever.
PRD wrote:Area 20-ft.-radius emanation centered on a point in spaceIt is blocked by walls, but you are right, it is placed on a point in space, so, RAW, it will not move with a carriage or a ship.
I would rule differently, but that is personal taste and a houserule. for me the location can use the room/carriage walls as a reference.
In Skulls and Shackles, there's a trap on a ship that uses Alarm. Not that APs never have mistakes but seems like a room on a ship would be a valid target for the spell.
Ridiculon |
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Diego Rossi wrote:In Skulls and Shackles, there's a trap on a ship that uses Alarm. Not that APs never have mistakes but seems like a room on a ship would be a valid target for the spell.Saethori wrote:The Skulls and Shackles player guide, at the least, includes numerous notes regarding spell areas interacting with moving structures. Between this and the general line of how things go, one thing becomes apparent: magic takes planetary rotation and orbit into account, but not much else.
If the Alarm was cast in a way such that its radius perfectly fits a room, it is still cast on the air that the room happens to contain. Indeed, it is not even going to be perfectly contained within the room, as most rooms are not perfect 40-foot tall spheres. So the spell already is affecting some of the space outside the room; at minimum above and below, but depending on room dimensions outside more lateral walls as well.
If the room moves, the spell stays. It's centered on the relative point of space, and does not care what structures may exist there. Indeed, it would be difficult to Alarm a cabin on a moving ship, as it would be very little time before the spell effect did not coincide with any part of the ship whatsoever.
PRD wrote:Area 20-ft.-radius emanation centered on a point in spaceIt is blocked by walls, but you are right, it is placed on a point in space, so, RAW, it will not move with a carriage or a ship.
I would rule differently, but that is personal taste and a houserule. for me the location can use the room/carriage walls as a reference.
I believe the spell you are looking for is called Car Alarm... I'll show myself out.
MADRGN |
Brilliant thanks for all the information folks.
Not that it's come up yet but following from the theme above I think the flavour of the spell means it should work in a boats cabin. It's a game and escape mechanism for me. I would hate to have to start checking the wording of things against the rules of advanced (theoretical) physics.
Plus I play the game with the kids. So they probably know more about that stuff than me anyway!
Thanks again everyone