Alarum Charm, Charm of Warning, Sentry Charm

Sphere: Common

Art: Divination

Form: Low/Ritual

Ruling Planet: Mercury, Neptune

The “Alarum Charm” or “Charm of Warning” is a defensive charm, an invisible field of power wound about an object, creature or being whose sole purpose is to warn the caster when the bearer of the charm is touched by a living creature(s) and/or being(s) totaling [30 – (MSS att. mod. + charm SL)] in STA or greater within a span of time up to (POT) CS’s, or otherwise disturbed by a force [30 – (MSS att. mod. + charm SL)] in POT or greater (GM’s discretion), at any time within the DUR by any creature or being he has NOT authorized to do so, or by events or circumstances (fire, flood, earthquake, concussion, falling, etc.) out of the ordinary in the situation/circumstances for the object, creature or being to which it is attached.

The Alarum may be tuned to respond to the approach of members of a whole particular species or race of creature or being, those who practice one or more particular trades, those who bear a particular badge or coat of arms or to specific individuals, or those who bear the blood of a particular family, as explained in the Magick Notes under the heading “Fine-Tuning the Charm”, but the caster must be sufficiently familiar with the basis for any such stipulations through previous personal experience. Each such characteristic beyond the first to which it is specifically tuned to respond raises the casting DV, Progressively.

When tripped, the dweomer warns the caster silently, so only he “hears”/“feels” it. The Charm silently lies in wait until it has been triggered (POT) times or the DUR expires, whichever occurs first (tied casting). The discharging of the final use of the dweomer breaks the charm as surely as if it had been dispelled.

IF the optional DUR rules are in play, the caster may carry the dweomer at his pleasure, so the dweomer resets itself after every occasion triggering it, to provide sentry again and again, without limit.

IF the optional Levels of Achievement rules are in play:

Upon achieving the Warden  LoA, the the scope of the dweomer widens, allowing the practitioner to tie up to (POT) objects capable of producing a sound into the dweomer – a kettle and spoon, a true bell of some sort, a pair of pans or trenchers that could rattle off one another, or the like, which will commence making noise such that all within range to hear them may. These objects so bound must remain within (POT) yards of the caster OR the bearer of the charm (or AoE). Removing such an object beyond this distance from the caster or the bearer of the charm breaks the dweomer binding it so it can no longer sound when the charm is tripped, but it does NOT break the charm completely, only that aspect of it.

The sound produced by the objects tied to the dweomer, or the silent alarum within the practitioner’s own mind, is considered quite sufficient to awaken any sleepers, although normal penalties for shaking free of the grogginess of sleep on rising still apply.

Whether it is to be silent or audible, the caster can hear any Alarum he is maintaining at his pleasure when it is triggered regardless of the distance separating him from it. If the caster should have more than one such charm set, which among them has been triggered can be easily distinguished.

Upon achieving the Artisan  LoA, the scope of the dweomer again widens, allowing the charm to be constructed in such a way that it weaves an invisible field of gossamer tendrils of power so it encompasses an AoE of the caster’s choosing – a room, a shed, an enclosure, a building, etc. Constructed in this manner, the Alarum is triggered when the perimeter of the dweomer is violated by a living creature(s) and/or being(s) totaling [30 – (MSS att. mod. + charm SL)] in STA or greater, or disturbed by a force [30 – (MSS att. mod. + charm SL)] in POT or greater (GM’s discretion), at any time within the DUR by any creature or being he has NOT authorized to do so, or by events or circumstances (fire, flood, earthquake, concussion, falling, etc.) out of the ordinary in the situation/circumstances for the area to which it is attached. As with any other AoE dweomer, such a charm can only be dispelled at the nodes at the center of the AoE, the point at which the charm is tied to the physical world, which must be located by Mystical Senses or touch, or by charm (”Reveal”), before the charm may be dispelled.

This charm can be resisted only when bound directly to a living creature or being.