Rod of Alertness: This magical rod is indistinguishable from a footman's mace +1. It has eight flanges on its macelike head. The rod bestows +1 to the
possessor's die roll for being surprised, and in combat the possessor gains -1 on
initiative die rolls. If it is grasped firmly, the rod enables the character to detect alignment, evil, good, illusions, invisibility, lie, or magic. The use 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 "sense'' any creature intends to harm the possessor. Each of the flanges on
the rod's head then cast a light spell along one of the main directions (N, NE, E, etc.) out to a 60-foot
range. At the same time, the rod creates the effect of a prayer spell upon all creatures friendly to the possessor in a 20-foot radius.
Immediately thereafter, the rod sends forth a mental alert to these friendly
creature, warning them of possible danger from the unfriendly creature(s) within the
120-foot 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-foot-radius circle centered
on the rod. The selected objects can be 16 shrubs, 16 specially shaped
branches, or whatever.
All of the rod's protective functions require one charge. The animate object power require one additional charge, so, if all of the rod's protective
devices are utilized at once, two charges are expended.
The rod can be recharged by a priest of 16th level or higher, as long as at
least one charge remains in the rod when the recharging is attempted.
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