Rod of Alertness
This magical rod is indistinguishable from a footman's mace +1. It has eight flanges on its macelike head. A rod of alertness bestows +1 to die rolls for surprise, and in combat the owner gains -1 bonus on initiative die rolls. If it is grasped firmly, the rod enables a character to detect alignment, evil, good, illusion, invisibility, lie, or magic. The use of these detect powers does not expend any charges.
If a rod of alertness is planted in the ground and willed to an active state, the rod can "sense" any creature within a 120-foot radius, provided the creature intends to harm the possessor. Each flange on the rod's head then casts a Light spell in a primary direction (N, NE, E, and so on), out to a 60-foot range. Simultaneously, the rod creates the effect of Prayer spell upon all creatures friendly to the user in a 20-foot radius. Immediately after that, the rod sends a mental alert to friendly creatures, warning them of possible danger from unfriendly creatures within the 120-foot radius.
Finally, the rod can be used to simulate the casting of an Animate Object spell, using any 16 (or fewer) objects specially designated by the owner 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 anything else.
All of the rod's protective functions require one charge. The animate object power requires one additional charge, so, if all of the rod's protective devices are used at once, two charges are expended.
The rod can be recharged by a priest of at least 16th-level, as long as at least one charge remains in the rod when recharging is attempted.