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Ethereal Armor

by Mike

Ethereal Armor

Edition:  l  AD&D 2e  l

The original 2nd Edition entry from the Forge.

created by Mike edited by Venger

Todays experiment was an "utter and complete failure" or so my master says. I truly believe my master was once a great mage but I think old age has gotten the best of him and I fear that he will destroy us both before I complete my apprenticeship. These past years have not been easy and todays events only confirm my beliefs that my msater is slowly losing his mind.

Studying the planes has always been one of my dreams, thats why I tried so hard to earn a place as Feliptes apprentice. How was I to know the old man was losing it. His latest experiment seemed a little far fetched to begin with but who am I to question him.

My master planned on using the essence of the ethereal plane to create a suit of armor that would offer protection against the harsh environments of the inner planes. The concept is sound. The ethereal does border every inner plane and hypothetically his idea had merit. However, there were too many unknowns regarding the ethereal plane and the experiment failed. My master has charged me with disposing of the failed experiment. So I travel to town tomorrow to trade it for some spell components.

from the diary of Ghurda Tollerben
apprentice to Master Mage Feliptes

History: Feliptes experiment may not have achieved the desired effects, but the resulting creation proved quite useful. After being sold to another mage at market, the armor was studied and later duplicated several times. There are several known suits of armor ranging from chainmail to full plate.

Powers and Abilities: Ethereal armor comes in several shapes with varying degrees of preotection known to range from +1 to +4. It will always have many runes and engravings on it. As soon as the is donned, it becomes partly ethereal. The only visible part of the armor is a faint glow in the armors shape. When the armor is in this state, it becomes weightless, and the wearer can move as if unarmored. Roll on the magical armor table in the DMG to determine the plus of the armor, and the armor type. If a special armor is rolled, ignore and roll again. The armor can let its wearer etherialize as the spell 3 times/week. Furthermore, the armor has a unique effect similar to a portable hole. For whatever reason, the person wearing the armor is immune to piercing weapons. the seem to dissappear into the armor but can be withdrawn with no harm to the weapon.

The armor does have one draw bcak, every time it is donned, there is a 5% chance that the wearer will be sent to the ethereal plane with the armor. When the armor's wearer is in the ethereal plane, the armor returns to its prime material state, and cannot rescue it's previous owner.

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Original content ©1999–2001 Brian D Swedorski. New content ©2025–2026 Jeff. User-submitted material remains the property of its respective authors.