PropertyValue
rdf:type
rdfs:label
  • Alarm
  • ALARM
  • Alarm
rdfs:comment
  • 掃えよ気散じの風は目覚めを隠して吹く蹂躙の師団の足音糜爛の眠りを敷き 時を経て過去から固く今を縛る 鳴れ Alarm 鳴れ Alarm AH! 震えよ 憂う日を指して「時は来る」と偽の声銃身の先に立つキミに空想の夜を降ろす 時を経て未来は固く今を縛る 鳴れ Alarm 鳴れ Alarm AH! 鳴れ Alarm 鳴れ Alarm AH! 笑えよ 見えるのは嘘と急襲のぬかりを突き銃身の先に立つキミは重鎮の裸を見る 時を超え陰りは清くキミに裂かれ 鳴れ Alarm 鳴れ Alarm AH!鳴れ Alarm 鳴れ Alarm AH!
  • Virus.DOS.Alarm.1820 or Alarm is a virus that runs on MS-DOS.
  • The alarm is a -like mechanic in the Final Ninja series.
  • A song written for Momone Momo's Birthday 2012.
  • An alarm is a
  • Level: , , Components: V, S, F/DF Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Area: 20-ft.-radius emanation centered on a point in space Duration: 2 hours/level (D) Saving Throw: None Spell Resistance: No
  • Alarm is an enchanted magic alarm clock that has been made to protect the Clock Tower from intruders.
  • Alarms can be set to trigger their assigned Alarm event after x steps. * in code (set Alarm 0 length to 10 steps): alarm[0]=10;
  • Mit Alarm bezeichnet man eine Warnung bezüglich einer Sicherheitsverletzung. Wenn eine falsche Meldung bezüglich eines Alarmes ausgegeben wird, bezeichnet man das als einen Fehlalarm. (DS9: ) Um die Jem'Hadar und die Cardassianer von der Fährte von Major Kira und Rom abzulenken, verursacht Odo mehrere Fehlalarme, als die Beiden versuchen, die Energieversorgung zum Computerkern zu unterbrechen. (DS9: )
  • [[Category:]] Alarm was an abjuration spell designed to alert its caster.
  • Casting Time: 1 minute Range: 30 feet Components: V, S, M (a tiny bell and a piece of fine silver wire) Duration: 8 hours 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 o f 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 (Air Launched Anti-Radiation Missile) is a British anti-radiation missile designed primarily to destroy enemy radars for the purpose of Suppression of Enemy Air Defense (SEAD). It is used by the RAF and the Royal Saudi Air Force.
  • Alarm is the ninth episode in Season 1 of the show Rescue Me. It is the nineth overall episode.
  • Casting Time: 1 minute Range: 30 feet Components: V, S, M (a tiny bell and a piece of fine silver wire) Duration: 8 hours 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.
  • Description: Alarm sounds a mental alarm each time a creature of tiny or larger size enters the warded area. A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental "ping" that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm. Custom spell: This spell is part of the Grimoire and is not part of standard Neverwinter Nights.
  • Alarms are usually activated by alarm panels located on walls and other areas. If personnel or civilians detect the player, they will usually run to the alarm panel and activate the alarm. The alarm panel, once activated, will set off an alarm and put the entire area on alert. Security cameras, lasers, motion sensors and failure of hacking can also trigger alarms. In first two games the guards uses radio to trigger alarm, rather than use alarm panel in the environment. Depending on the level, and the objective conditions, alarms may cause Mission Failure for the player.
  • As a rule of thumb, whenever an alarm bell goes off, the party has to be prepared to face opponents. There is, for example, a scripted alarm in Level 4 of Wizardry: Proving Grounds of the Mad Overlord after the party has entered the Testing Ground Control Center. However, "Alarm" is also the name of a chest trap in Wizardry I - V, although the trap is called "Sirens" in Wizardry V: Heart of the Maelstorm. When the trap is triggered, new monsters appear, which may be extremely unfortunate after a hard fight to win the chest in the first place.
  • You ward an area up to 10 squares by 10 squares, and designate a spoken password that allows a creature to enter the warded area without triggering an alarm. This alarm can send a mental signal to you or make an audible ringing sound. If a Tiny or larger creature enters the warded area without speaking the password, the alarm you set triggers, and the ritual is discharged. However, an insubstantial creature or any creature that succeeds on a Stealth check (DC 10 + your Arcana check modifier) does not trigger the alarm.
  • In Deus Ex, alarm panels can be bypassed using multitools. If a guard attempts to use the bypassed panel, no alarm will sound. Alarm panels can also be permanently destroyed with powerful attacks, typically explosions, in the same way one would destroy a camera or a turret. Destroying or bypassing an alarm panel while the alarm is still sounding will stop the alarm. There is also an achievement/trophy for not causing a single alarm.
owl:sameAs
Level
  • 1
  • 88
Season
  • 1
dcterms:subject
immunities
  • none
vocadb
  • 88867
innatelevel
  • 1
spellresistance
  • no
dbkwik:de.memory-alpha/property/wikiPageUsesTemplate
dbkwik:dnd4/property/wikiPageUsesTemplate
dbkwik:final-fantasy/property/wikiPageUsesTemplate
dbkwik:finalfantasy/property/wikiPageUsesTemplate
dbkwik:forgotten-realms/property/wikiPageUsesTemplate
dbkwik:forgottenrealms/property/wikiPageUsesTemplate
dbkwik:geo-g/property/wikiPageUsesTemplate
dbkwik:malware/property/wikiPageUsesTemplate
dbkwik:military/property/wikiPageUsesTemplate
dbkwik:nitrome/property/wikiPageUsesTemplate
dbkwik:ragnarok/property/wikiPageUsesTemplate
dbkwik:utaulyrics/property/wikiPageUsesTemplate
dbkwik:freed20/property/wikiPageUsesTemplate
Number
  • 9
Previous
Category
  • Warding
Range
  • short
detonation
  • Laser Proximity
Element
  • Neutral
Date
  • 2012-05-22
  • Unknown
Origin
  • Unknown
Platform
  • DOS
filling
  • Proximity fused high-explosive
Guidance
  • Pre-programmed/passive radar seeker
Habitat
Service
  • 1990
Game
Name
  • Alarm
  • ALARM
Type
Airdate
  • 2004-09-15
Caption
  • ALARM under the wing of a RAF Tornado GR4
is missile
  • yes
school2e
type5e
school5e
dbkwik:itlaw/property/wikiPageUsesTemplate
dbkwik:home/property/wikiPageUsesTemplate
dbkwik:nwn/property/wikiPageUsesTemplate
dbkwik:rescueme/property/wikiPageUsesTemplate
Unit Cost
  • undisclosed
Wars
at
  • 2583
Components
  • 5
  • V, S
Price
  • 50
Title
  • "alarm"
Manufacturer
Duration
  • 2
  • 28800.0
filetype
  • .COM
is UK
  • yes
Skill
  • Arcana
Class
  • Normal
Description
  • Alarm sounds a mental alarm each time a creature of tiny or larger size enters the warded area. A mental alarm alerts you so long as you remain within 1 mile of the warded area. You note a single mental "ping" that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.
Color
  • #b0c68a; #ffeac5
AKA
  • Virus.DOS.Alarm.1820
launch platform
Singers
dbkwik:splintercell/property/wikiPageUsesTemplate
Used by
  • [[#Operators
ImageName
  • Is alarm.jpg
Producers
School
propellant
Engine
  • Bayern Chemie two stage solid propellant rocket motors
production date
  • 1986
Time
  • 600.0
Damage
  • Varies
design date
  • 1982
NEXT
Designer
Creator
  • Unknown
Size
  • Medium
wikipage disambiguates
casterlevel
  • bard 1, ranger 1, sorcerer / wizard 1
targettype
  • 20
savingthrow
  • none
spellname
  • alarm
descriptors
  • none
abstract
  • As a rule of thumb, whenever an alarm bell goes off, the party has to be prepared to face opponents. There is, for example, a scripted alarm in Level 4 of Wizardry: Proving Grounds of the Mad Overlord after the party has entered the Testing Ground Control Center. However, "Alarm" is also the name of a chest trap in Wizardry I - V, although the trap is called "Sirens" in Wizardry V: Heart of the Maelstorm. When the trap is triggered, new monsters appear, which may be extremely unfortunate after a hard fight to win the chest in the first place. The trap may be found in almost any level of a maze as its amount of peril is connected to the strength of the monsters that roam the dungeon. Note: The type (level) of treasure found in the chest is normally linked to the monsters that were fought just before opening the chest. When an alarm trap is triggered, however, the loot from the chest will match the treasure normally associated with the group of monsters fought after opening the chest.
  • 掃えよ気散じの風は目覚めを隠して吹く蹂躙の師団の足音糜爛の眠りを敷き 時を経て過去から固く今を縛る 鳴れ Alarm 鳴れ Alarm AH! 震えよ 憂う日を指して「時は来る」と偽の声銃身の先に立つキミに空想の夜を降ろす 時を経て未来は固く今を縛る 鳴れ Alarm 鳴れ Alarm AH! 鳴れ Alarm 鳴れ Alarm AH! 笑えよ 見えるのは嘘と急襲のぬかりを突き銃身の先に立つキミは重鎮の裸を見る 時を超え陰りは清くキミに裂かれ 鳴れ Alarm 鳴れ Alarm AH!鳴れ Alarm 鳴れ Alarm AH!
  • Virus.DOS.Alarm.1820 or Alarm is a virus that runs on MS-DOS.
  • The alarm is a -like mechanic in the Final Ninja series.
  • A song written for Momone Momo's Birthday 2012.
  • An alarm is a
  • Level: , , Components: V, S, F/DF Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Area: 20-ft.-radius emanation centered on a point in space Duration: 2 hours/level (D) Saving Throw: None Spell Resistance: No
  • Alarm is an enchanted magic alarm clock that has been made to protect the Clock Tower from intruders.
  • Alarms can be set to trigger their assigned Alarm event after x steps. * in code (set Alarm 0 length to 10 steps): alarm[0]=10;
  • Mit Alarm bezeichnet man eine Warnung bezüglich einer Sicherheitsverletzung. Wenn eine falsche Meldung bezüglich eines Alarmes ausgegeben wird, bezeichnet man das als einen Fehlalarm. (DS9: ) Um die Jem'Hadar und die Cardassianer von der Fährte von Major Kira und Rom abzulenken, verursacht Odo mehrere Fehlalarme, als die Beiden versuchen, die Energieversorgung zum Computerkern zu unterbrechen. (DS9: )
  • [[Category:]] Alarm was an abjuration spell designed to alert its caster.
  • You ward an area up to 10 squares by 10 squares, and designate a spoken password that allows a creature to enter the warded area without triggering an alarm. This alarm can send a mental signal to you or make an audible ringing sound. If a Tiny or larger creature enters the warded area without speaking the password, the alarm you set triggers, and the ritual is discharged. However, an insubstantial creature or any creature that succeeds on a Stealth check (DC 10 + your Arcana check modifier) does not trigger the alarm. The result of triggering the alarm depends on the type of alarm. When an audible alarm triggers, all creatures in the warded area that are capable of hearing can hear the ringing. If they are sleeping, the noise awakens them. When a mental alarm triggers, a mental ping alerts you of the intrusion and awakens you from sleep. In either case, the alarm informs you where the warded area was breached. Focus: While holding a tiny bell (5 gp), you use a fine silver wire (5 gp) to scribe runes on the warded area’s perimeter.
  • Casting Time: 1 minute Range: 30 feet Components: V, S, M (a tiny bell and a piece of fine silver wire) Duration: 8 hours 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 o f 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 (Air Launched Anti-Radiation Missile) is a British anti-radiation missile designed primarily to destroy enemy radars for the purpose of Suppression of Enemy Air Defense (SEAD). It is used by the RAF and the Royal Saudi Air Force.
  • Alarm is the ninth episode in Season 1 of the show Rescue Me. It is the nineth overall episode.
  • Alarms are usually activated by alarm panels located on walls and other areas. If personnel or civilians detect the player, they will usually run to the alarm panel and activate the alarm. The alarm panel, once activated, will set off an alarm and put the entire area on alert. Security cameras, lasers, motion sensors and failure of hacking can also trigger alarms. In first two games the guards uses radio to trigger alarm, rather than use alarm panel in the environment. Depending on the level, and the objective conditions, alarms may cause Mission Failure for the player. In Tom Clancy's Splinter Cell and Tom Clancy's Splinter Cell: Pandora Tomorrow, alarms have a limit of either one or three alarms (depending on the mission). If the player triggers the maximum amount, the mission will be over. If the player leaves a body visible and enters another area, an alarm will trigger. This means players must hide bodies to avoid detection. In Pandora Tomorrow, enemies will put on flak-jackets or helmets depending on the alarm level. If the player avoids being detected, alarm stages will decrease after passing certain area. In Tom Clancy's Splinter Cell: Chaos Theory, alarm system have been changed; there are four alarm stages in total instead of three. players will no longer fail the mission if they reach alarm level four. Instead, the mission will become increasingly difficult for the player. Things like security devices or defense turrets will come online if the alarm stage increases. Personnel will become more alert and in some cases barricade themselves in a room to defend themselves, they are seen using their main weapon rather than sidearm and their protective equipment will be improved as well. In Tom Clancy's Splinter Cell: Double Agent, the alarm system plays a similar role to Chaos Theory, but the three-stage count is not represented anymore in the game. Triggering it will cause the guards to search for the player, the enemies will barricade themselves and have an impact on the mission rating, sometimes this may even lower the trust from the JBA or NSA side. Also, some side missions require the player to complete the mission with no alarms, normally this will unlock better equipment for the player to use, an alarm triggered means the side mission fail. There is one plus side however, these equipments can be obtained individually. Although the JBA HQ part 1, 2 and 3 has no alarms (part 4 has alarm after the player's cover is blown) Being spotted in Low/High security areas, being spotted when conducting suspicious actions or touch anyone, it will lower the JBA trust, and if the trust meter goes to zero, the player's cover is blown, and whole mission is failed. In Tom Clancy's Splinter Cell: Conviction, the alarm system takes a drastically different approach compared to the previous games. If the enemy is alerted, they will pursue the player until the enemy loses sight of the player. If spotted by one enemy (and he fires a loud gunshot from his weapon), all enemies in the immediate area will be alerted to the player's presence. Despite being detected, however, enemies in other areas will not be alerted to the players presence, and will act as if they haven't heard anything (unless story-related they are aware to the player's presence on the premises). In some missions, the player is required to not be detected or the mission will fail (and the alarm will sound if the player is spotted). In Tom Clancy's Splinter Cell: Blacklist, alarm system becomes a major factor in some side missions, in 4E, Charlie and Co-op missions the player usually no need to worry about alarms, but the missions provided by Anna Grímsdóttir are highly stealth-based as there is one alarm limit like older games, should the alarm is triggered, the entire mission is failed.
  • In Deus Ex, alarm panels can be bypassed using multitools. If a guard attempts to use the bypassed panel, no alarm will sound. Alarm panels can also be permanently destroyed with powerful attacks, typically explosions, in the same way one would destroy a camera or a turret. Destroying or bypassing an alarm panel while the alarm is still sounding will stop the alarm. In Deus Ex: Human Revolution, Jensen can hack alarm panels to disable them (and obtain typical hacking rewards), so that they can no longer be used to sound the alarm. Guards will still attempt to use disabled panels, but nothing will happen when they do. There is also an achievement/trophy for not causing a single alarm.
  • Casting Time: 1 minute Range: 30 feet Components: V, S, M (a tiny bell and a piece of fine silver wire) Duration: 8 hours 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.
  • Description: Alarm sounds a mental alarm each time a creature of tiny or larger size enters the warded area. A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental "ping" that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm. Custom spell: This spell is part of the Grimoire and is not part of standard Neverwinter Nights.
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