Rod of Alertness

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Enc: 10
IS: -
Aura: -
XP: 7k
GP: 50k
Rods
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DMG

This magical rod is indistinguishable from a footman’s mace + 1.

However, upon usage, its true powers will reveal
themselves. The rod bestows + 1 to the possessor’s die rolls for being
surprised, and in combat the possessor gains + 1 on initiative die
rolls.

If it is grasped firmly, the rod will enable the concentrating character
to detect alignment, evil, good, illusion, invisibility, lie, or magic.
The use of any of these detect powers does not expend any of the
charges in the rod.

If the rod of alertness is planted in the ground, and the possessor wills
it to alertness, the rod will then “sense” any creature within a 12” radius,
provided that the creature has intent to harm the possessor.
Each of the eight flanges of the macelike head of the rod will then cast
a light spell along one of the cardinal directions (N, NE, E, etc.) at 6”
range, and at the same time the rod will create the effect of aprayer
spell upon all friendly (to the possessor) creatures in a 2” radius. Immediately
thereafter, the rod will send forth a mental alert to these
same friendly creatures, warning them of possible danger from the
unfriendly creature(s) within the 12” radius.

Lastly, the rod can be
used to simulate the casting of an animate object spell, utilizing any
16 (or fewer) objects specially designated by the possessor and
placed roughly around the perimeter of a 6”-radius circle centered on
the rod - 16 selected shrubs, 16 specially shaped branches, or the
like.

Functions excluding the animate object dweomer require 1
charge, and the animation also requires 1 charge, so if all of the rod’s
protective devices are utilized at once, 2 charges are expended. The
rod can be recharged by a cleric of 16th or higher level, so long as at
least 1 charge remains in the rod when the recharging is attempted.
 
 

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