From: Forsaken Alchemists Abode
Lore: The Etherializer Glove is a rare and ancient artifact, said to have been crafted by a master enchanter in ages long past. Its creation was borne from the fascination with the ethereal plane and the desire to bridge the gap between the material and immaterial worlds. The glove’s fine, silvery fabric is adorned with meticulously embroidered runes, each holding a fraction of the glove’s powerful enchantments.
The true origin of the Etherializer Glove remains shrouded in mystery, with various myths and legends attributing its creation to powerful wizards seeking to explore forbidden knowledge or benevolent beings hoping to protect the innocent from harm. Whatever its origins, the glove’s purpose is clear—to grant its wearer temporary intangibility, allowing them to pass through solid objects and become insubstantial.
When activated, the Etherializer Glove enables the user to phase in and out of reality, making them effectively intangible for a short duration. This remarkable ability can be used for various purposes, such as avoiding physical attacks, bypassing locked doors or obstacles, and exploring areas inaccessible to ordinary beings.
However, the Etherializer Glove’s magic has become highly unstable over the years due to neglect and the passage of time. Its enchantments no longer function as intended, and its effects have become unpredictable. While wearing the glove, the user may indeed become intangible, but there is a risk of becoming stuck in the liminal space between the material and ethereal planes, an outcome that could prove perilous and challenging to rectify.

Specific Tier One Stats for the Etherializer Glove:
- Cost: The Etherializer Glove could be a highly sought-after item, valued at thousands of gold pieces due to its unique and potentially dangerous nature.
- Size: Medium (fits most humanoid hands)
- Requirements: Requires attunement and a skilled enchanter or mage to stabilize and restore its magic.
- Tags: Enchanted, Unstable, Phasing, Intangibility, Runes, Ethereal, Fabric, Danger, Exploration, Stability, Magic
Temporary Skills Gained while worn: (single glove, can be worn on any hand)
- Arcana: +5
- Sleight of Hand: +3
- Investigation: +2
How it Might Be Sold: The Etherializer Glove, being a rare and powerful artifact, would be highly sought after by adventurers, scholars, and collectors of arcane items. Its sale might involve secretive auctions, clandestine gatherings of magic-users, or private transactions among trusted individuals in the magical community.
Those seeking to sell the Etherializer Glove would likely be individuals who possess knowledge of its powers and origins, and who understand the potential dangers associated with its unstable magic. They may require prospective buyers to demonstrate their proficiency in handling enchanted items or have a vested interest in preserving the artifact’s powers for noble or protective purposes.
Environment and Usage: The Etherializer Glove is often found in places of magical significance, such as hidden vaults within ancient wizard towers, secluded temples of enigmatic orders, or the chambers of renowned arcane scholars. To unlock its full potential and restore its stability, it would require the expertise of a skilled enchanter or mage.
In its prime, the Etherializer Glove granted its wearer the ability to become intangible at will, allowing them to navigate through walls, evade danger, and explore the hidden corners of reality. Adventurers might seek to restore the glove’s enchantments to gain this remarkable ability, using it for stealthy infiltration, accessing secret chambers, or bypassing perilous traps and obstacles.
However, adventurers must approach the glove with caution, as its unstable magic might lead to unintended and potentially dangerous consequences. Careful study, experimentation, and a profound understanding of ethereal energies may be required to stabilize its enchantments and prevent mishaps. Those brave enough to unlock the Etherializer Glove’s true potential may find themselves with an invaluable tool for exploration and evasion, but they must also be prepared for the risks associated with manipulating the boundaries between the material and ethereal planes.
Tale of the Ethereal Weaver’s Hand
In the shadowed epochs of yore, when the earth was yet a tapestry of untamed magics and the heavens whispered in tongues no mortal could fathom, there was woven a tale of Elyndra the Ethereal, a sorceress whose name was etched in the whispers of the aether. From a language older than the mountains, its glyphs long crumbled into the dust of forgotten realms, this story was passed through the trembling hands of ancient scribes, translated with reverence into the dialects of old. It is most believed to tell of the Etherializer Glove, a silvery relic of fine fabric and rune-bound magic, a tool to bridge the material and immaterial, a treasure that haunts the Forsaken Alchemist’s Abode with its unstable power.
Elyndra was no mere enchanter, but a weaver of the unseen, her heart aflame with the desire to touch the ethereal plane. In an age when the lands of Saṃsāra were yet wild, their skies alight with the dance of auroras and their seas echoing the songs of spirits, Elyndra dwelt in the Forsaken Alchemist’s Abode, a sanctum carved from the bones of a fallen star. Its halls shimmered with the breath of the aether, a place where the veils between worlds grew thin, and the winds of magic danced in patterns unseen. Elyndra, with her mind as sharp as the edge of dawn, sought to craft a tool that could bridge the gap between the material and the immaterial, to grant its bearer the power to step beyond the bounds of flesh and stone, to walk where mortals could not.
With hands guided by the aether’s song, Elyndra wove the Etherializer Glove. She crafted it from fine, silvery fabric, its threads spun from the essence of starlight, each strand a whisper of the ethereal plane. Upon its surface, she embroidered runes of power, each stitch a fraction of the glove’s enchantments, glowing with a light that mirrored the auroras of Saṃsāra. When worn, the Glove granted its bearer the gift of intangibility, allowing them to phase in and out of reality, to pass through solid objects as if they were mist, to become insubstantial for a fleeting moment. Elyndra envisioned it as a tool of exploration, a key to unlock the hidden corners of the world, a shield to protect the innocent from harm.
In its prime, the Etherializer Glove was a marvel of enchantment. Elyndra donned it with reverence, her form shimmering as she stepped through the walls of the abode, her presence a whisper that none could grasp. She bypassed locked doors with ease, her fingers brushing through iron as if it were air, and explored chambers inaccessible to ordinary beings, uncovering secrets that had lain hidden for millennia. When foes came—thieves seeking the abode’s treasures, or beasts drawn by its arcane glow—Elyndra evaded their strikes, her body phasing through their blades, her laughter a ghostly echo in the halls. The Forsaken Alchemist’s Abode became a sanctuary of wonder, a place where the boundaries of reality were transcended, and Elyndra’s name was sung in awe by those who dared to dream of the ethereal.
But the Glove’s magic was a double-edged blade, and Elyndra’s ambition bore a hidden cost. The ethereal plane is no tame realm, its currents a dance of chaos and order, and the Glove’s enchantments were bound to its tides. Over the years, as Elyndra pushed its limits, seeking to explore deeper into the aether, the runes began to fray, their light dimming with the passage of time. Neglect and the weight of ages took their toll, and the Glove’s magic grew unstable, its effects unpredictable. On a night when the heavens wept fire and the aether sang in discord, Elyndra donned the Glove once more, her heart set on a final journey—to cross fully into the ethereal plane and return with its deepest truths.
She activated the Glove, its runes flaring with a fractured light, and her form shimmered as she phased out of reality. But the enchantment faltered, its magic torn between worlds, and Elyndra found herself trapped in the liminal space between the material and the ethereal. She became a ghost in truth, her essence caught in a void where time and space held no meaning, her cries a whisper that echoed through the abode. The Forsaken Alchemist’s Abode fell into ruin, its halls darkened by Elyndra’s disappearance, and the Etherializer Glove was left behind, its silvery fabric a faded relic in a chamber of forgotten dreams, its runes a warning of the perils of the aether.
The tale of the Glove spread through the ages, carried by scribes who translated it from tongues older than memory, a story of wonder and peril that became the most believed legend of the abode. Adventurers who sought the ruins spoke Elyndra’s name with a mix of reverence and dread, for the Etherializer Glove was both a treasure and a trap, a tool that could grant the power of intangibility but risked stranding its bearer in the void. Those who found it faced its unstable magic—with careful attunement, they could phase through walls, evade danger, and explore hidden realms, but each use carried the danger of becoming stuck, their form flickering between worlds, their fate a mirror of Elyndra’s own.
Some sought to restore the Glove’s enchantments, calling upon skilled enchanters to mend its runes and stabilize its magic, hoping to wield its power without fear. Others used it sparingly, wary of its risks, employing its intangibility to bypass traps or infiltrate guarded chambers, their hearts pounding with the knowledge that each use could be their last. The Tale of the Ethereal Weaver’s Hand became a cautionary hymn, sung in the halls of mages and the firesides of villages, a reminder that the aether’s gifts are as perilous as they are wondrous, and those who weave its threads must do so with hearts as steady as their hands.
Moral of the Story: Weave not with threads what cannot be bound, for the aether’s gifts are a dance of wonder and peril, and those who step too far risk being lost in its embrace. True mastery lies in caution, and the greatest power is that which respects the veils of the worlds.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
- Overview: In Call of Cthulhu, the Etherializer Glove is an occult artifact within the Forsaken Alchemist’s Abode, a derelict site steeped in eldritch energies. It allows the user to become intangible by phasing into the ethereal plane, but its unstable magic risks trapping the user in a liminal space, fitting the game’s theme of perilous forbidden knowledge. Investigators might use it to bypass obstacles or evade danger, but its instability could lead to horrifying consequences.
- Stat Block and Mechanics:
- Etherializer Glove
- Description: A fine, silvery glove adorned with meticulously embroidered runes, faintly glowing with an ethereal light, its magic unstable from centuries of neglect.
- Sanity Cost: Activating the Glove costs 1/1D6 Sanity points due to its otherworldly nature. A liminal trap (see below) causes an additional 1D6/1D10 Sanity loss.
- Magic Points (MP) Cost: Activating the Glove requires 5 MP per use. Each additional use within 24 hours costs 3 MP (cumulative).
- Skills Required: Occult (50% or higher) to activate; failure results in a liminal trap.
- Effects:
- Phasing: The user can become intangible for 1D6 rounds (up to 36 seconds), allowing them to pass through solid objects and avoid physical attacks (Occult roll, 60%). On a success, the user is immune to non-magical attacks and can move through objects as if they were air. On a failure, trigger a liminal trap.
- Liminal Trap (on Failed Roll or 10% Chance per Use): Roll 1D100:
- 01-50: The user becomes partially phased, taking 1D4 damage (bypass armor) and suffering -20% to all skills for 1 hour as they flicker between planes.
- 51-90: The user is trapped in a liminal space for 1D6 hours, unable to interact with the material world, and must succeed on a POW roll (Difficulty: Hard) to return. Failure extends the duration by another 1D6 hours.
- 91-00: A catastrophic trap strands the user in the ethereal plane, summoning a Mythos entity (e.g., a Dimensional Shambler, STR 75, CON 50, SIZ 80, DEX 60, INT 40, POW 60, HP 13, Damage 1D8+2) that attacks upon their return.
- Repair: Stabilizing the Glove requires an Occult roll (80%) and rare materials (worth 1,000 gold pieces), removing the Liminal Trap chance on a successful activation (though the 10% chance per use remains).
- Drawback: Each use has a cumulative 10% chance per day of attracting a Mythos entity (e.g., a Hound of Tindalos), which hunts the user.
- Usage Limit: The Glove can be used 3 times per day. Additional uses automatically trigger a liminal trap (roll on the table above).
Blades in the Dark
- Overview: In Blades in the Dark, the Etherializer Glove is a volatile artifact hidden within the Forsaken Alchemist’s Abode, a crumbling arcane site in Duskwall’s underbelly. It allows the user to become intangible, but its unstable magic risks trapping the user in a liminal space, fitting the game’s supernatural heist theme. A crew might use it for stealth or evasion during a score, but its unpredictability could escalate the situation.
- Stat Block and Mechanics:
- Etherializer Glove
- Description: A fine, silvery glove adorned with embroidered runes, faintly glowing with an ethereal light, its magic unstable.
- Tier: III (a high-risk, high-reward artifact).
- Load: 1 (fits on a hand).
- Usage: Activating the Glove requires an Attune roll (Risky position, Standard effect). On a 1-3, trigger a liminal trap (see below), unless mitigated by a resistance roll (Resolve).
- Effects:
- Phasing: The user can become intangible for 1 turn, allowing them to pass through solid objects and avoid physical attacks (Attune roll, Controlled position, Standard effect). On a success, gain immunity to non-magical attacks and the ability to move through objects. On a failure, trigger a liminal trap.
- Liminal Trap (on Failed Roll or 10% Chance per Use): Roll a d6:
- 1-3: The user becomes partially phased, taking Level 1 Harm: “Flickering Form” and suffering -1d to all actions for 1 scene as they flicker between planes.
- 4-5: The user is trapped in a liminal space for 1 scene, unable to interact with the material world, and must succeed on an Attune roll (Risky position) to return. Failure extends the duration by another scene.
- 6: A catastrophic trap strands the user in the ethereal plane, summoning a Tier III entity (e.g., a vengeful spirit, 3d attack) that attacks upon their return, adding 1 Heat.
- Repair: Stabilizing the Glove requires an Attune roll (Desperate position, Standard effect) and rare materials (3 Coin). On a success, remove the Liminal Trap chance on a successful activation (though the 10% chance per use remains).
- Drawback: Each use adds 1 Heat due to its aetheric signature, risking attention from the Spirit Wardens or rival factions.
- Usage Limit: The Glove can be used 3 times per score. Additional uses automatically trigger a liminal trap (roll on the table above).
- Narrative Impact: The Glove offers stealth and evasion but can escalate the score with its traps (e.g., a liminal trap leaves the user stranded, forcing the crew to adapt).
Dungeons & Dragons (5th Edition)
- Overview: In Dungeons & Dragons, the Etherializer Glove is a wondrous item within the Forsaken Alchemist’s Abode, a ruined arcane site where magical energies linger. It grants temporary intangibility, but its unstable magic risks trapping the user in a liminal space, fitting D&D’s high-fantasy tone. Adventurers might use it for stealth or exploration, but its unpredictability adds a high-stakes risk.
- Stat Block and Mechanics:
- Etherializer Glove
- Wondrous Item, Very Rare (requires attunement by a spellcaster)
- This fine, silvery glove is adorned with embroidered runes, faintly glowing with an ethereal light, its magic unstable from centuries of neglect.
- Properties:
- Phasing: As an action, you can become intangible for up to 1 minute (concentration). While intangible, you can move through solid objects and are immune to non-magical attacks. Make a DC 15 Intelligence (Arcana) check: on a failure, trigger a liminal trap (see below). You can end the effect early as a bonus action.
- Liminal Trap (on Failed Roll or 10% Chance per Use): Roll a d20:
- 1-2: You become partially phased, taking 2d6 force damage and gaining disadvantage on attack rolls and ability checks for 1 hour as you flicker between planes.
- 3-4: You are trapped in a liminal space for 1d4 hours, unable to interact with the material world, and must succeed on a DC 15 Wisdom saving throw to return. Failure extends the duration by another 1d4 hours.
- 5-6: A catastrophic trap strands you in the Ethereal Plane, summoning a hostile creature (e.g., a CR 5 Ethereal Wraith, 3d8 necrotic damage) that attacks upon your return.
- Charges: The Glove has 3 charges. Each use expends 1 charge. It regains 1d3 charges daily at dawn. If you expend the last charge, roll a d20: on a 1, the Glove loses its magic, becoming a mundane item.
- Repair: Stabilizing the Glove requires a DC 20 Intelligence (Arcana) check, proficiency with arcane tools, and rare materials (worth 1,000 gp). On a success, remove the Liminal Trap chance on a successful activation (though the 10% chance per use remains).
- Etherializer Glove
- Drawback: Each use has a cumulative 10% chance (resetting at dawn) of attracting a planar entity (e.g., a CR 3 Shadow), which appears within 1d4 hours to investigate.
Knave (2nd Edition)
- Overview: In Knave, the Etherializer Glove is a rare magical artifact found in the Forsaken Alchemist’s Abode, a ruined dungeon brimming with arcane dangers. It grants temporary intangibility, but its unstable magic risks trapping the user in a liminal space, fitting Knave’s minimalist, old-school vibe where items are central to character power. Adventurers might use it for stealth or exploration, but its unpredictability adds a survival challenge.
- Stat Block and Mechanics:
- Etherializer Glove
- Magic Item, 1 Slot
- A fine, silvery glove adorned with embroidered runes, faintly glowing with an ethereal light, its magic unstable.
- Usage: Activating the Glove requires a successful Intelligence check (DC 12) to attune its runes. On a failure, the user takes 1d6 psychic damage from feedback.
- Effects:
- Phasing: The user can become intangible for 1 turn (Intelligence check, DC 14). While intangible, the user can move through solid objects and is immune to non-magical attacks. On a failure, trigger a liminal trap (see below).
- Liminal Trap (on Failed Roll or 10% Chance per Use): Roll a d6:
- 1-3: The user becomes partially phased, taking 1d4 damage and suffering Disadvantage on all rolls for 1 hour as they flicker between planes.
- 4-5: The user is trapped in a liminal space for 1d4 hours, unable to interact with the material world, and must succeed on a DC 12 Wisdom check to return. Failure extends the duration by another 1d4 hours.
- 6: A catastrophic trap strands the user in the Ethereal Plane, summoning a hostile creature (e.g., a 3 HD ethereal wraith, 1d6 damage) that attacks upon their return.
- Charges: The Glove has 3 uses. It regains 1 use each dawn. If the last use is expended, roll a d6: on a 1, it loses its magic, becoming a mundane item.
- Repair: Stabilizing the Glove requires a DC 14 Intelligence check and rare materials (worth 500 coins). On a success, remove the Liminal Trap chance on a successful activation (though the 10% chance per use remains).
- Value: 2,000 coins (if sold to a collector or mage, though its instability makes it a hard sell).
- Drawback: Each use has a 1-in-6 chance (roll a d6) of attracting a wandering monster (e.g., a 2 HD shadow) drawn by its aetheric signature.
Fate Core System
- Overview: In Fate Core, the Etherializer Glove is a volatile artifact within the Forsaken Alchemist’s Abode, a crumbling arcane site steeped in mystical history. It allows the user to become intangible, but its unstable magic risks trapping the user in a liminal space, fitting Fate’s narrative-driven system where aspects and stunts drive the story. Players might use it for stealth or exploration, but its unpredictability introduces complications, adding to the game’s dramatic tension.
- Stat Block and Mechanics:
- Etherializer Glove
- Description: A fine, silvery glove adorned with embroidered runes, faintly glowing with an ethereal light, its magic unstable from centuries of neglect.
- Aspects:
- Ethereal Weaver’s Enchanted Relic
- Bridge Between Material and Immaterial
- Unstable and Perilous
- Stunt:
- Phasing: Once per scene, you can invoke the Glove’s Bridge Between Material and Immaterial aspect for free to become intangible for 1 turn, allowing you to pass through solid objects and avoid non-magical attacks (Stealth or Athletics roll, Difficulty: Good, +3). On a success, create an advantage like Phased Form with two free invokes, granting immunity to non-magical attacks and the ability to move through objects. On a failure, the GM gains a free invoke on Unstable and Perilous to introduce a complication.
- Liminal Trap (on Compelled Unstable and Perilous or 10% Chance per Use): When the GM compels Unstable and Perilous, they can create a situational aspect like Flickering Between Planes (imposing a -2 penalty to all rolls for 1 scene as you phase erratically) or Trapped in the Liminal Void (removing you from the scene for 1 turn, requiring a Will roll, Difficulty: Great, +4, to return). Alternatively, a catastrophic trap summons a Minor ethereal entity (e.g., a wraith with +2 to physical attacks) that attacks upon your return.
- Usage Requirements: Activating the Glove requires a Lore or Arcana roll (Difficulty: Good, +3) to attune its runes. On a failure, the user takes 2 stress from feedback.
- Repair: Stabilizing the Glove requires a Lore roll (Difficulty: Superb, +5) and rare materials (equivalent to 3 resources). On a success, remove the Liminal Trap chance on a successful activation (though the 10% chance per use remains).
- Narrative Impact: The Glove offers stealth and evasion but can escalate scenes with its traps (e.g., a liminal trap removes the user from combat, forcing the party to adapt).
Numenera (Cypher System)
- Overview: In Numenera, the Etherializer Glove is a numenera artifact within the Forsaken Alchemist’s Abode, a Ninth World ruin where arcane energies linger. It grants temporary intangibility, but its unstable magic risks trapping the user in a liminal space, fitting the Cypher System’s focus on discovery and the weird. Characters might use it for stealth or exploration, but its unpredictability adds significant risk to its use.
- Stat Block and Mechanics:
- Etherializer Glove
- Level: 6
- Description: A fine, silvery glove adorned with embroidered runes, faintly glowing with an ethereal light, its magic unstable.
- Form: Artifact (worn on one hand, 1 lb).
- Effect:
- Phasing: The user can become intangible for 1 minute (Intellect task, difficulty 4). While intangible, the user can move through solid objects and is immune to non-magical attacks. On a failure, trigger a liminal trap (see below).
- Depletion: 1 in 1d10 (roll after each use). On depletion, the Glove triggers a catastrophic liminal trap and becomes unusable until repaired (difficulty 6 Intellect task, 1d6 hours).
- Liminal Trap (on Failed Roll or 10% Chance per Use): Roll a d10:
- 1-4: The user becomes partially phased, taking 3 points of ambient damage (ignores Armor) and suffering a -1 penalty to all tasks for 1 hour as they flicker between planes.
- 5-7: The user is trapped in a liminal space for 1d4 hours, unable to interact with the material world, and must succeed on a difficulty 4 Intellect task to return. Failure extends the duration by another 1d4 hours.
- 8-10: A catastrophic trap strands the user in the Ethereal Plane, summoning a Level 5 creature (e.g., an ethereal wraith, Might 15, Intellect 10, attacks for 5 damage) that attacks upon their return.
- Usage Requirements: Activating the Glove requires a difficulty 4 Intellect task to attune its runes. Failure results in 3 points of Intellect damage from feedback.
- Repair: Stabilizing the Glove requires a difficulty 5 Intellect task and rare materials (worth 500 shin). On a success, remove the Liminal Trap chance on a successful activation (though the 10% chance per use remains).
- GM Intrusion Suggestion: The Glove’s trap removes the user from combat, leaving their allies to face a new threat alone (e.g., a Level 4 ethereal entity appears).
- Loot: If the Glove loses its magic (e.g., via depletion), it becomes a mundane item but leaves behind a cypher (e.g., a Level 4 Ethereal Shard: grants +1 asset to a single Stealth task).
Pathfinder (2nd Edition)
- Overview: In Pathfinder 2E, the Etherializer Glove is a rare artifact within the Forsaken Alchemist’s Abode, a ruined arcane site where magical energies linger. It grants temporary intangibility, but its unstable magic risks trapping the user in a liminal space, fitting Pathfinder’s crunchy mechanics and high-magic setting. Adventurers might use it for stealth or exploration, but its unpredictability poses a significant challenge.
- Stat Block and Mechanics:
- Etherializer Glove
- Item 12
- Rare, Magical, Artifact
- Bulk: L (fits on one hand).
- Description: A fine, silvery glove adorned with embroidered runes, faintly glowing with an ethereal light, its magic unstable.
- Activate: [one-action] Command (attune the runes); Requirements: You have the Arcana skill at Expert proficiency or higher.
- Effect: You become intangible for up to 1 minute (concentration). While intangible, you can move through solid objects and are immune to non-magical attacks. Make a DC 30 Arcana check: on a failure, trigger a liminal trap (see below). You can end the effect early as a free action.
- Liminal Trap (on Failed Roll or 10% Chance per Use): Roll a d20:
- 1-10: You become partially phased, taking 4d6 force damage (DC 25 Fortitude save for half) and gaining the clumsy 1 condition for 1 hour as you flicker between planes.
- 11-17: You are trapped in a liminal space for 1d4 hours, unable to interact with the material world, and must succeed on a DC 25 Will save to return. Failure extends the duration by another 1d4 hours.
- 18-20: A catastrophic trap strands you in the Ethereal Plane, summoning a hostile creature (e.g., a Level 8 Ethereal Wraith, 6d8 necrotic damage) that attacks upon your return.
- Usage Limit: The Glove can be used 3 times per day. Additional uses automatically trigger a liminal trap (roll on the table above).
- Repair: Stabilizing the Glove requires a DC 30 Arcana check and rare materials (worth 2,000 gp). On a success, remove the Liminal Trap chance on a successful activation (though the 10% chance per use remains).
- Drawback: Each use has a cumulative 10% chance (resetting daily) of attracting a planar entity (e.g., a Level 6 Shadow), which appears within 1d4 hours to investigate.
- Destruction: The Glove can be destroyed by casting a 7th-level Dispel Magic spell on it while it’s active, causing it to unravel (all within 5 feet must make a DC 25 Will save or be dazed for 1 minute).
Savage Worlds (Adventure Edition)
- Overview: In Savage Worlds, the Etherializer Glove is a rare artifact within the Forsaken Alchemist’s Abode, a ruined arcane site in a high-magic setting. It grants temporary intangibility, but its unstable magic risks trapping the user in a liminal space, fitting Savage Worlds’ fast-paced, pulpy tone. Heroes might use it for stealth or evasion, but its unpredictability adds a high-stakes challenge.
- Stat Block and Mechanics:
- Etherializer Glove
- Arcane Device, Rare
- Weight: 1 lb. (fits on one hand).
- Description: A fine, silvery glove adorned with embroidered runes, faintly glowing with an ethereal light, its magic unstable.
- Powers:
- Phasing: As an action, a character with Arcane Background (any) can become intangible for 3 rounds (Occult roll, Target Number 4). While intangible, the user can move through solid objects and is immune to non-magical attacks. On a failure, trigger a liminal trap (see below).
- Liminal Trap (on Failed Roll or 10% Chance per Use): Roll a d6:
- 1-3: The user becomes partially phased, taking 2d6 damage (ignores Armor) and becoming Distracted and Vulnerable for 1 hour as they flicker between planes.
- 4-5: The user is trapped in a liminal space for 1d4 hours, unable to interact with the material world, and must succeed on a Spirit roll (Target Number 4) to return. Failure extends the duration by another 1d4 hours.
- 6: A catastrophic trap strands the user in the Ethereal Plane, summoning a hostile creature (e.g., a Toughness 6 Ethereal Wraith, 2d6 damage) that attacks upon their return.
- Usage Limit: The Glove has 3 Power Points (PP). Each use costs 1 PP. It regains 1 PP each dawn. If the last PP is expended, roll a d6: on a 1, it loses its magic, becoming a mundane item.
- Repair: Stabilizing the Glove requires an Occult roll (Target Number 6) and rare materials (worth 500 credits). On a success, remove the Liminal Trap chance on a successful activation (though the 10% chance per use remains).
- Drawback: Each use has a 1-in-6 chance (roll a d6) of attracting a supernatural threat (e.g., a Toughness 5 spectral entity) drawn by its aetheric signature.
- Bennies: The GM gains a Benny each time the Glove triggers a catastrophic liminal trap, reflecting its narrative impact.
Shadowrun (6th Edition)
- Overview: In Shadowrun, the Etherializer Glove is a rare magical artifact uncovered in the Forsaken Alchemist’s Abode, a mana-rich site in the Sixth World. It allows the user to phase into the astral plane (akin to the ethereal plane), but its unstable magic risks trapping the user in a liminal space, fitting Shadowrun’s blend of magic and tech. Runners might use it for stealth or evasion, but its unpredictability could disrupt their mission and attract astral threats.
- Stat Block and Mechanics:
- Etherializer Glove
- Type: Magical Artifact (Focus)
- Availability: 18R (Restricted, rare and dangerous)
- Cost: 150,000¥ (black market value; not typically sold legally)
- Description: A fine, silvery glove adorned with embroidered runes, faintly glowing with an ethereal light, its magic unstable.
- Essence/Magic Requirements: Requires a Magic rating of 3+ to use. Non-awakened characters cannot activate it.
- Activation: Using the Glove requires an Assensing + Intuition test (Threshold 4). On a glitch, trigger a liminal trap (see below). On a critical glitch, the user takes 2D6 Stun damage and the Glove is unusable for 1 hour.
- Effects:
- Phasing: For the next 3 combat turns, the user can become intangible, allowing them to move through solid objects and avoid non-magical attacks (Assensing + Intuition test, Threshold 3). On a success, the user is immune to non-magical attacks and can pass through objects. On a failure, trigger a liminal trap.
- Liminal Trap (on Failed Roll or 10% Chance per Use): Roll 1d6:
- 1-3: The user becomes partially phased, taking 3S (Stun) damage (Resist with Willpower, AP -2) and suffering -2 dice to all tests for 1 hour as they flicker between planes.
- 4-5: The user is trapped in a liminal space for 1d4 hours, unable to interact with the material world, and must succeed on a Willpower + Intuition test (Threshold 3) to return. Failure extends the duration by another 1d4 hours.
- 6: A catastrophic trap strands the user in the astral plane, summoning a hostile spirit (Force 5, e.g., a Spirit of Air, with 10 dice to attack) that attacks upon their return.
- Astral Signature: Each use increases Background Count by +1 (to a maximum of 5) for 1 hour, attracting spirits or corp mages.
- Repair: Stabilizing the Glove requires an Enchanting + Magic test (Threshold 5) and rare materials (worth 5,000¥). On a success, remove the Liminal Trap chance on a successful activation (though the 10% chance per use remains).
- Drawback: Each use has a 1-in-6 chance (roll 1d6) of alerting a megacorp or magical faction (e.g., the Draco Foundation), who send a team to seize the device (GM discretion, typically 6-8 professional runners).
- Usage Limit: The Glove can be used 3 times per run. Additional uses automatically trigger a liminal trap (roll on the table above).
Starfinder (1st Edition, 2024 Updates)
- Overview: In Starfinder, the Etherializer Glove is a hybrid tech-magic artifact discovered in the Forsaken Alchemist’s Abode, a derelict station in the Drift where arcane energies linger. It allows the user to phase into the Ethereal Plane, but its unstable magic risks trapping the user in a liminal space, fitting Starfinder’s sci-fi fantasy blend. A party might use it for stealth or evasion, but its unpredictability could summon extraplanar threats.
- Stat Block and Mechanics:
- Etherializer Glove
- Level: 10
- Price: 18,000 credits
- Bulk: L (fits on one hand)
- Category: Hybrid (Magic/Tech)
- Usage: 1 charge/use (holds 3 charges; recharges 1 charge per day in a mana-rich environment)
- Activation: Activating the Glove requires a successful DC 25 Mysticism check (1 action). On a failure, trigger a liminal trap (see below).
- Effects:
- Phasing: For 1 minute, you become intangible, allowing you to move through solid objects and gain immunity to non-magical attacks (Mysticism DC 25). On a success, you can pass through objects and avoid attacks as if under the effects of Ethereal Jaunt (3rd level). On a failure, trigger a liminal trap.
- Liminal Trap (on Failed Roll or 10% Chance per Use): Roll a d6:
- 1-3: You become partially phased, taking 3d6 force damage (DC 15 Fortitude save for half) and gaining the off-target condition for 1 hour as you flicker between planes.
- 4-5: You are trapped in a liminal space for 1d4 hours, unable to interact with the material world, and must succeed on a DC 15 Will save to return. Failure extends the duration by another 1d4 hours.
- 6: A catastrophic trap strands you in the Ethereal Plane, summoning a hostile creature (e.g., a CR 6 Ethereal Wraith, 4d8 necrotic damage) that attacks upon your return.
- Repair: Stabilizing the Glove requires a DC 25 Mysticism check and rare materials (worth 5,000 credits). On a success, remove the Liminal Trap chance on a successful activation (though the 10% chance per use remains).
- Drawback: Each use has a 20% chance (roll percentile dice) of attracting a Drift entity (e.g., a CR 5 Akata Voidstalker), which arrives within 1d4 hours to investigate.
- Destruction: The Glove can be destroyed by overloading it with a 4th-level Energy Ray (force damage), causing it to unravel (all within 5 feet must make a DC 15 Will save or be dazed for 1 minute).
Traveller (2nd Edition, Mongoose Publishing 2022 Update)
- Overview: In Traveller, the Etherializer Glove is reimagined as an ancient psionic artifact found in the Forsaken Alchemist’s Abode, a derelict station in a mana-rich nebula. It allows the user to phase into a psionic “aether” (akin to the ethereal plane), but its unstable magic risks trapping the user in a liminal space, fitting Traveller’s sci-fi exploration theme where psionics are treated as magic. Travellers might use it for stealth or evasion, but its unpredictability adds significant risk to its use.
- Stat Block and Mechanics:
- Etherializer Glove
- Tech Level: 15 (Ancient, beyond modern understanding)
- Weight: 0.5 kg (fits on one hand)
- Cost: 800,000 Cr (black market estimate; not legally sold)
- Description: A fine, silvery glove adorned with embroidered runes, faintly glowing with an ethereal light, its magic unstable.
- Activation: Using the Glove requires a Psionics skill check (8+, 1 action). On a failure, trigger a liminal trap (see below). On an Effect of -4 or worse, the Glove is unusable for 1 hour.
- Effects:
- Phasing: For 1 minute, the user can become intangible, allowing them to move through solid objects and avoid non-psionic attacks (Psionics check, 8+). On a success, the user is immune to non-psionic attacks and can pass through objects. On a failure, trigger a liminal trap.
- Liminal Trap (on Failed Roll or 10% Chance per Use): Roll 2d6:
- 2-5: The user becomes partially phased, taking 2d6 damage (ignores Armor) and suffering DM -2 to all skill checks for 1 hour as they flicker between planes.
- 6-9: The user is trapped in a liminal space for 1d4 hours, unable to interact with the material world, and must succeed on a PSI check (8+) to return. Failure extends the duration by another 1d4 hours.
- 10-12: A catastrophic trap strands the user in the psionic aether, summoning a hostile psionic entity (e.g., a PSI 8 wraith, 2d6 psionic attack) that attacks upon their return.
- Repair: Stabilizing the Glove requires a Psionics check (10+) and rare materials (worth 3,000 Cr). On a success, remove the Liminal Trap chance on a successful activation (though the 10% chance per use remains).
- Drawback: Each use has a 1-in-6 chance (roll 1d6) of emitting a psionic signature detectable by Imperial sensors or hostile psionic entities, drawing a response (e.g., a Zhodani psi-team arrives in 1d6 days).
- Destruction: The Glove can be destroyed by dealing 5 points of damage (Armor 2), but doing so causes a psionic burst: 2d6 damage in a 5-meter radius (INT 8+ to halve).
Warhammer Fantasy Roleplay (4th Edition)
- Overview: In Warhammer Fantasy Roleplay, the Etherializer Glove is a Chaos-tainted artifact within the Forsaken Alchemist’s Abode, a ruined elven structure corrupted by warpstone energies. It allows the user to phase into the aethyr (akin to the ethereal plane), but its unstable magic risks trapping the user in a liminal space, fitting WFRP’s grim and perilous tone. Adventurers might use it for stealth or evasion, but its instability and warpstone influence pose significant risks.
- Stat Block and Mechanics:
- Etherializer Glove
- Type: Artefact (Chaos-Tainted)
- Encumbrance: 1 (fits on one hand)
- Price: Priceless (coveted by wizards and Chaos cults alike)
- Availability: Unique
- Description: A fine, silvery glove adorned with embroidered runes, faintly glowing with an ethereal light, its magic unstable.
- Traits: Chaos (Tzeentch), Magical, Unstable
- Activation: Using the Glove requires a Lore (Magic) test (DN 6). On a failure, trigger a liminal trap (see below). On a Critical Failure, the user gains 2 Corruption points.
- Effects:
- Phasing: For 1 minute, the user can become intangible, allowing them to move through solid objects and avoid non-magical attacks (Lore (Magic) test, DN 5). On a success, the user is immune to non-magical attacks and can pass through objects. On a failure, trigger a liminal trap.
- Liminal Trap (on Failed Roll or 10% Chance per Use): Roll a d10:
- 1-4: The user becomes partially phased, taking 1d10 damage (ignores Armor) and suffering -20 to all tests for 1 hour as they flicker between planes.
- 5-7: The user is trapped in a liminal space for 1d4 hours, unable to interact with the material world, and must succeed on a Cool test (DN 6) to return. Failure extends the duration by another 1d4 hours.
- 8-10: A catastrophic trap strands the user in the aethyr, summoning a Lesser Daemon of Tzeentch (e.g., a Horror of Tzeentch, WS 40, S 30, T 30, I 40, W 12, 2 Attacks, 1d10+3 damage) that attacks upon their return. All present gain 2 Corruption points.
- Corruption Risk: Each use requires a Challenging (+0) Cool test. On a failure, the user gains 2 Corruption points due to its warpstone influence.
- Repair: Stabilizing the Glove requires a Lore (Magic) test (DN 8) and rare materials (worth 500 gc). On a success, remove the Liminal Trap chance on a successful activation (though the 10% chance per use remains).
- Drawback: Each use has a 10% chance (roll percentile dice) of attracting a Chaos cult or daemonic entity, who arrive within 1d10 days to claim the device.
- Usage Limit: The Glove can be used 3 times per day. Additional uses automatically trigger a liminal trap (roll on the table above).
- Destruction: The Glove can be destroyed by a Dispel Magic spell (DN 8) while active, causing it to unravel (all within 5 yards must make a Challenging (+0) Cool test or be dazed for 1d10 rounds, gaining 1 Corruption point).

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