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WizardLv. 2

Intruder Alert

This variant of the alarm spell wards the whole ship. The principal difference is that the spell wards the whole ship, and not just a 20' cube. The spell also has a longer duration. The caster has the option of issuing any number of "passkeys" in the form small jeweled skeleton keys. The keys must be worth a minimum of 10 gp. Anyone carrying a "passkey" does not trigger the alarm.

The material components are the same as those required for the alarm spell.

Sources: Dragon Magazine

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