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See also Armor of Etherealness (Magic Armor).

Known as "Plate Mail of Etherealness" in the DMG.
Known as "Armor of Etherealness II" in Encyclopedia Magica.

Dungeon Master Guide[]

This is seemingly normal plate mail +5, but, if a command word is spoken, the suit enables its wearer and all nonliving items they wear and carry 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 will negate the ethereal state and prevent the armor from functioning for one day.

There are 20 charges placed upon plate mail of etherealness. Once used, these cannot be replaced or 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.

Encyclopedia Magica[]

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 reduce 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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