Armor of Etherealness
The most magical of all forms of armor, this suit of plate allows the wearer to take either of two options - wear it as armor +3, or decide to become Ethereal. In the latter case, the wearer can move through solid objects and is subject to attack only by creatures that are able to come out of phase. Only spells such as phase door negate the etherealness of the armor. Attacks while ethereal are not possible. The armor can be made ethereal a total of 49 times, and then it becomes merely armor +3. It can never be recharged or restored.
This is seemingly normal armor +5, but if a command word is spoken, the suit enables its wearer and all nonliving items either worn or carried to become Ethereal, as if Oil of Etherealness had been used. While in the ethereal state the wearer cannot attack material creatures. A Phase Door spell negates the ethereal state and prevents the armor from functioning for one day.
There are 20 charges placed upon armor of etherealness. Once used, the armor cannot be recharged. Furthermore, every five uses reduces the bonus of the armor by one - if five charges are used to become ethereal, the armor is +4, if 10 are used it is +3, +2 if 15 are used, and only +1 if all 20 are exhausted.
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