Rod of Alertness
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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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