Lore: The Cloak of Ethereal Passage has its origins rooted in the enigmatic realms between dimensions. It is believed to be a creation of ancient beings who traversed the ethereal plane, harnessing the ethereal fabric that connects different realms. Crafted from wisps of this interdimensional fabric, the cloak carries the essence of the ethereal realm itself.
Legends speak of a hidden order of dimensional explorers who sought to unravel the secrets of the multiverse. These adept individuals, known as the Veilwalkers, were said to have crafted the Cloak of Ethereal Passage as a tool to aid them in their travels. Through the cloak’s interdimensional properties, they were able to navigate through solid barriers and bypass obstacles that hindered their exploration.
The secrets of the Veilwalkers and their connection to the ethereal realm have largely faded into obscurity, but their remarkable creation, the Cloak of Ethereal Passage, continues to be sought after by those who seek to unravel the mysteries of other dimensions and gain an advantage in their endeavors.
Use: When activated, the Cloak of Ethereal Passage shrouds the creature in a semi-translucent, ghostly aura. While enveloped in this ethereal energy, the creature gains the ability to phase through solid objects and bypass physical barriers for a limited duration. The cloak’s primary functions include:
Ethereal Phase: By focusing their intent and activating the cloak’s power, the creature can temporarily shift partially into the ethereal plane. This allows them to pass through doors, walls, or any other solid objects that would normally obstruct their passage. While in this phased state, they can move unhindered through the physical realm.
Stealth and Subterfuge: The ethereal aura surrounding the creature muffles their footsteps and grants them a heightened sense of stealth. This makes them near-silent as they move through the material world, allowing them to sneak past guards or infiltrate secure locations undetected. Additionally, the cloak’s ghostly appearance makes it more challenging for foes to spot or track the creature in dimly lit environments.
It’s important to note that the Cloak of Ethereal Passage’s ethereal phase has limitations. The duration of each activation is limited, usually spanning a few minutes, and it can only be used a certain number of times before requiring a period of recharging. Furthermore, the cloak cannot phase through magical barriers or wards specifically designed to prevent ethereal passage.
Tier 1 Stats:
- No direct combat bonus or damage value (the effectiveness of the Cloak of Ethereal Passage lies in its utility and stealth capabilities)
- Proficiency Bonus: +2
- Weight: Light
Skills:
- Stealth: The creature gains a +2 bonus to Stealth checks when wearing the Cloak of Ethereal Passage, reflecting its ability to blend with the ethereal energy and move silently through physical obstacles.
Cost: The Cloak of Ethereal Passage is a rare and highly sought-after item due to its unique properties. Acquiring such a cloak involves delving into ancient dimensional realms, making deals with interplanar entities, or seeking out remnants of the Veilwalker order. The price of the cloak can vary greatly depending on the setting and availability, but it is typically valued at around 5,000 gold pieces.
Tags:
- Magical: The Cloak of Ethereal Passage is classified as a magical item due to its interdimensional properties.
- Rare: This cloak is considered rare due to its specialized abilities and limited availability.
- Requires Attunement: The creature must spend a short rest attuning to the Cloak of Ethereal Passage to unlock its ethereal phasing abilities effectively.
- Additional: Phasing, Dimensional Shift, Interplanar Travel, Spectral, Veilwalking, Arcane Mobility, Ghostwalk, Obscuration, Infiltration, Transience
The Cloak of Ethereal Passage represents a gateway to other dimensions and offers the creature unparalleled mobility and stealth capabilities. It allows them to navigate the physical world with ease, bypassing obstacles and infiltrating secure areas undetected. However, the cloak’s ethereal nature requires careful control and understanding, as improper usage or overreliance on its abilities may lead to unintended consequences or encounters with entities from the ethereal realm. The Cloak of Ethereal Passage stands as a testament to the boundary-breaking desire to explore beyond the limitations of the material plane.
The Cloak of Ethereal Passage possesses additional features and nuances that further enhance its interdimensional capabilities. Here are some additional insights into this extraordinary apparatus:
- Dimensional Awareness: When attuned to the cloak, the creature gains an intuitive sense of the interdimensional fabric and its intricate connections. This heightened dimensional awareness allows them to detect subtle disturbances in the boundaries between realms, granting them insights into hidden passages, concealed portals, or other interdimensional phenomena.
- Ethereal Stealth: While donning the Cloak of Ethereal Passage, the creature becomes partially ethereal, making them more difficult to detect and target. While in this state, they have advantage on Dexterity (Stealth) checks made to hide or remain unseen, further enhancing their abilities as a master of stealth and subterfuge.
- Ethereal Manipulation: With time and practice, the creature attuned to the cloak can learn to manipulate the ethereal energy surrounding them. This advanced skill allows them to create localized disturbances in the ethereal plane, manifesting temporary barriers or distractions that can confuse or obstruct enemies. These ethereal manipulations are limited in duration and effectiveness, but they provide additional tactical options in combat or other challenging situations.
In the world of Saṃsāra, the Cloak of Ethereal Passage is a rare and coveted item, typically found in specialized shops that cater to adventurers, scholars, and those with a deep interest in the arcane and the ethereal realms. Below are the types of shops where this cloak might be bought and sold, along with the cost in each:
- Ethereal Emporium
- Location: Hidden within the twisting alleys of an ancient city or tucked away in the corners of a floating island.
- Description: The Ethereal Emporium is a mystical shop known for its collection of rare and otherworldly artifacts. The interior is dimly lit, with floating orbs of light casting an eerie glow over shelves filled with shimmering items from various dimensions. The shopkeeper is a mysterious figure, rumored to have once been a Veilwalker who retired after accumulating enough wealth and knowledge.
- Cost: 7,500 gold pieces (due to the shop’s reputation and the guarantee of authenticity, the price here is higher).
- Dimensional Curiosities
- Location: Found in a bustling trade hub or port city frequented by planar travelers and interdimensional merchants.
- Description: Dimensional Curiosities is a lively shop filled with a mix of strange and exotic items from across the multiverse. The shopkeeper is an eccentric collector with connections to various planes of existence, and the shop is always abuzz with traders and adventurers seeking rare finds. The cloak is sold among other treasures, with bargaining and haggling being part of the purchasing process.
- Cost: 6,000 gold pieces (prices here are somewhat negotiable, especially for those with a good reputation or interesting items to trade).
- The Veil’s Veil
- Location: An elusive shop that appears only at certain times or under specific conditions, such as during a celestial event or in places of strong ethereal activity.
- Description: The Veil’s Veil is a transient shop that manifests temporarily in various locations, accessible only to those with knowledge of its secrets or by invitation. The shop is ethereal in nature, with the cloak displayed in a ghostly showcase. The shopkeeper is a spectral being, dealing only in rare currencies or favors of immense value.
- Cost: 8,000 gold pieces (or an equivalent value in rare ethereal currencies or services).
- Arcane Bazaar
- Location: Located in a large city’s magical quarter, near academies and institutions of arcane studies.
- Description: The Arcane Bazaar is a bustling market filled with stalls selling magical items, potions, and scrolls. Among these, a well-established stall specializes in dimensional artifacts. The cloak can be found here, sold by a knowledgeable vendor who deals in high-end magical goods and caters to wealthy adventurers and scholars.
- Cost: 5,000 gold pieces (standard market price in the world of Saṃsāra, with some room for negotiation based on the buyer’s bargaining skill or reputation).
- Black Market of the Shadowed Isles
- Location: Hidden on a remote island or in the dark underbelly of a major city, away from the prying eyes of authorities.
- Description: The Black Market of the Shadowed Isles is a dangerous and secretive place where forbidden and illegal goods are traded. The cloak may be sold here by smugglers or thieves who have acquired it through nefarious means. Buyers here must be cautious, as the market is rife with deception and danger.
- Cost: 4,500 gold pieces (lower price due to the risks involved in acquiring the item and potential authenticity issues).
In each of these shops, the Cloak of Ethereal Passage is treated as a highly prized item, often the centerpiece of a transaction. The cost varies depending on the shop’s reputation, location, and the risks involved in obtaining the cloak.
The Cloak of Ethereal Passage offers unique opportunities for both defense and offense in various environments, allowing for creative roleplay scenarios. Here’s how it might be used in different settings within the world of Saṃsāra:
- Urban Environments
- Defense: In a bustling city or crowded marketplace, the cloak’s ethereal phase ability allows the wearer to evade pursuers or slip away from dangerous situations by passing through walls, doors, or even floors. For example, if cornered in a narrow alley by city guards or hostile thieves, the wearer can activate the cloak to phase through a wall into a neighboring building or underground tunnel, escaping capture or avoiding a fight altogether.
- Offense: The cloak can be used to infiltrate secure locations such as a heavily guarded manor or a fortified treasury. By phasing through locked doors or barred windows, the wearer can bypass security and gain access to targets for assassination, theft, or espionage. The near-silent movement provided by the cloak also enhances stealth, allowing the wearer to approach unsuspecting enemies from within the very walls they thought secure.
- Dungeon or Fortress
- Defense: In the confined spaces of a dungeon or fortress, the cloak is invaluable for avoiding traps or bypassing deadly barriers. When faced with an impassable chasm, a trap-filled corridor, or a sealed chamber filling with poison gas, the wearer can phase through solid objects to reach safety. This defensive use could also include phasing through dungeon bars or iron doors to free imprisoned allies or access hidden areas.
- Offense: The wearer can use the cloak to launch surprise attacks by emerging through walls or floors in unexpected locations, catching enemies off guard. In a fortress siege, they might use the cloak to bypass the outer defenses and open the gates from within, allowing allies to storm the castle. Additionally, they can phase into a command center or enemy stronghold, neutralize key targets, or sabotage vital equipment without raising alarms.
- Wilderness or Natural Environments
- Defense: When navigating the dense forests, rocky mountains, or treacherous swamps of Saṃsāra, the cloak provides a means of evading natural hazards and predators. The wearer can phase through thick underbrush, rock walls, or even large trees to escape an ambush by wild beasts or avoid environmental dangers like landslides or flash floods. The cloak’s stealth properties also allow the wearer to hide within the terrain, blending with natural surroundings to avoid detection by both natural predators and hostile creatures.
- Offense: The cloak enables the wearer to move undetected through wilderness environments, allowing for close-range attacks or ambushes against enemies or creatures. In a forest, they could phase into a large tree, wait for prey to pass by, and strike from an unseen angle. In mountainous terrain, they might use the cloak to bypass natural barriers and attack foes from elevated positions, using the element of surprise to their advantage.
- Underwater or Aquatic Settings
- Defense: In underwater ruins, sunken ships, or aquatic environments, the cloak offers protection by allowing the wearer to phase through barriers that might trap or hinder movement. For instance, if trapped in an underwater cavern filling with water or surrounded by aquatic predators, the wearer can use the cloak to phase through walls or solid coral formations to escape. The cloak also allows the wearer to evade hostile sea creatures by phasing into nearby rocks or sunken debris, effectively disappearing from view.
- Offense: The cloak can be used to infiltrate underwater strongholds or sabotage enemy vessels. By phasing through the hulls of ships or barriers within sunken ruins, the wearer can plant explosives, release trapped currents, or ambush enemies from within the walls. In combat with aquatic foes, the cloak enables the wearer to move unpredictably, striking from within underwater structures or phasing through obstacles to attack vulnerable points.
- Arcane or Planar Settings
- Defense: In areas of high magic or interdimensional significance, such as ancient arcane towers, floating islands, or planar rifts, the cloak allows the wearer to navigate through magical barriers, traps, or arcane wards that would normally be impassable. This might involve phasing through a magical barrier in a wizard’s sanctum or avoiding arcane traps that are triggered by physical contact.
- Offense: The cloak’s ethereal properties are particularly potent in environments where reality is unstable or where planar boundaries are thin. The wearer can use the cloak to phase through magical defenses, bypass powerful wards, and strike at the heart of arcane constructs or entities that rely on the integrity of physical barriers. In a planar rift, the wearer might phase into alternate dimensions, attacking enemies from angles or realities they cannot perceive or defend against.
Roleplaying Dynamics: The Cloak of Ethereal Passage encourages dynamic roleplaying, as players must think creatively about how to leverage its unique abilities in various scenarios. The cloak’s limitations, such as its duration and the inability to bypass magical barriers, add tension and require careful planning. Whether used for strategic retreats, daring infiltrations, or surprise attacks, the cloak enhances the wearer’s versatility, making them a formidable opponent and a resourceful ally in the world of Saṃsāra.

Perception of Activation:
- Sight
- Perceived: Upon activation, the cloak envelops the wearer in a semi-translucent, ghostly aura. This aura shimmers with a pale, ethereal blue light, with swirling patterns resembling mist or smoke that seem to drift and fade around the edges of the cloak.
- Description: The wearer’s form appears to blur slightly, as if they are partially out of sync with the material plane. They seem to flicker in and out of visibility, with the cloak trailing behind like a wisp of smoke. Objects behind the wearer become slightly distorted, giving the impression of looking through a fogged glass.
- Positives: This visual effect makes it difficult for enemies to track or target the wearer, enhancing their stealth capabilities. It also instills a sense of awe or fear in onlookers, potentially causing hesitation or confusion.
- Negatives: The ghostly appearance may draw unwanted attention in environments where stealth is not needed, or it may make allies uneasy, especially those unfamiliar with the cloak’s effects.
- Sound
- Perceived: The activation of the cloak mutes the sounds of the wearer’s movements. Footsteps become barely audible, and any rustling of the cloak is replaced by a soft, whispering hum, like the distant wind.
- Description: This subtle hum is almost imperceptible, giving the impression of an eerie stillness surrounding the wearer. The wearer might also hear faint echoes of voices or distant sounds, as if from another realm.
- Positives: The near-complete silence of movement allows the wearer to move undetected, making it easier to sneak past guards or avoid alerting enemies. The hum might also serve as a calming effect, helping the wearer focus.
- Negatives: The absence of sound might disorient the wearer, especially if they rely on auditory cues in their environment. The faint echoes could be unsettling, potentially causing distraction or unease.
- Touch
- Perceived: The fabric of the cloak feels lighter than air, almost weightless, as if it barely makes contact with the wearer’s skin. When activated, the wearer experiences a tingling sensation, like a soft electrical current, spreading from the cloak across their body.
- Description: This tingling is not unpleasant but rather invigorating, heightening the wearer’s awareness of their surroundings. The cloak’s ethereal nature also makes it feel as if the wearer is slightly detached from the physical world, as though they are floating or moving through a dense, viscous substance.
- Positives: The sensation can enhance the wearer’s agility and responsiveness, making them feel more attuned to the cloak’s effects. The lightness of the cloak also reduces fatigue during extended use.
- Negatives: The detachment from the physical world might make the wearer feel disconnected or ungrounded, leading to a sense of unease or disorientation. The tingling sensation could be distracting, especially in high-pressure situations.
- Smell
- Perceived: The activation of the cloak brings with it a faint, otherworldly scent, reminiscent of ozone after a lightning strike, mixed with a hint of damp earth and ancient wood.
- Description: This scent is subtle but persistent, evoking the feeling of being in a place untouched by time, like a forgotten forest or an abandoned temple. It carries with it a sense of mystery and the unknown.
- Positives: The scent can be grounding for the wearer, connecting them to the cloak’s ancient origins and reinforcing their connection to the ethereal realm. It might also serve as a reminder of the power they wield.
- Negatives: In certain environments, the scent might be out of place or noticeable, potentially revealing the wearer’s presence. The unfamiliar smell could also be disorienting or distracting.
- Taste
- Perceived: Although not directly associated with taste, the activation of the cloak leaves a faint, metallic aftertaste in the wearer’s mouth, similar to the taste of blood or iron.
- Description: This taste is subtle and not overpowering, but it lingers on the tongue, reminding the wearer of the cloak’s ethereal nature and its connection to otherworldly forces.
- Positives: The taste serves as a reminder of the cloak’s activation, helping the wearer stay focused and aware of the limited duration of the ethereal phase.
- Negatives: The metallic taste might be unpleasant or distracting, especially if the wearer is sensitive to such sensations. It could also cause unease or anxiety, particularly in situations where the wearer is already under stress.
- Extra-Sensory Perceptions
- Dimensional Awareness
- Perceived: The wearer gains an intuitive sense of the boundaries between dimensions, allowing them to perceive weak points or portals in the fabric of reality.
- Description: This perception manifests as a subtle pull or tug in a certain direction, guiding the wearer towards hidden pathways or interdimensional rifts. The wearer might also see faint outlines or shadows where these boundaries are thinnest.
- Positives: This awareness allows the wearer to navigate complex environments, find hidden routes, or avoid dimensional traps. It can also alert them to the presence of other beings attempting to cross into the material plane.
- Negatives: Constant exposure to this perception can be disorienting or overwhelming, leading to a sense of vertigo or confusion. It may also cause the wearer to become hyper-aware of dimensional shifts, making it difficult to focus on immediate tasks.
- Ethereal Sense
- Perceived: The wearer can sense the presence of other ethereal beings or objects, even if they are not visible in the material plane.
- Description: This sense is experienced as a faint vibration or pulse, indicating the proximity of ethereal entities. The wearer might also see brief flashes of light or shadow, representing the movement of these beings.
- Positives: The ability to detect ethereal presences gives the wearer an advantage in dealing with spirits, ghosts, or other incorporeal threats. It also helps avoid ambushes or traps set by such entities.
- Negatives: Constant exposure to the ethereal plane might cause the wearer to become distracted or paranoid, especially if they encounter malevolent entities. The sense might also make it difficult to distinguish between real and imagined threats.
- Temporal Displacement
- Perceived: When the cloak is activated, the wearer may experience a slight distortion in their perception of time, as if time is slowing down or speeding up around them.
- Description: This sensation is akin to moving through molasses or watching the world in fast forward, with actions and reactions feeling either delayed or accelerated. The wearer might see afterimages of themselves or others as they move.
- Positives: This temporal shift can give the wearer a tactical advantage, allowing them to react more quickly to threats or plan their movements with greater precision. It also enhances their ability to avoid attacks or navigate complex environments.
- Negatives: The altered perception of time can be disorienting, making it difficult to gauge the passage of time accurately. Prolonged exposure might cause confusion or fatigue, as the brain struggles to process the distorted reality.
- Dimensional Awareness
Crafting Recipe: Cloak of Ethereal Passage
- Materials Needed
- Wisp of Ethereal Fabric (x3)
- Ethereal fabric harvested from dimensional rifts or ethereal creatures.
- Spectral Thread (x1 spool)
- Thread made from spun ghostly essence, usually obtained from ethereal weavers or crafted using spectral silk.
- Arcane-Treated Cloth (x2 yards)
- Regular cloth treated with arcane rituals to stabilize its connection to the ethereal plane.
- Ethereal Essence (x1 vial)
- Essence distilled from the ethereal plane, often collected from rare ethereal flowers or captured from ethereal beings.
- Astral Needle (x1)
- A needle forged from star metal, necessary for stitching ethereal and arcane-infused materials together.
- Dimensional Anchor Crystal (x1 small crystal)
- A small crystal attuned to the fabric of dimensions, typically found in ancient ruins or crafted by expert geomancers.
- Phantom Silk (x1 bolt)
- Silk spun by ghost spiders, creatures native to the ethereal plane, used for its ability to hold and manipulate ethereal energies.
- Wisp of Ethereal Fabric (x3)
- Tools Required
- Arcane Loom
- A magical loom capable of weaving ethereal and arcane materials.
- Enchanter’s Needle
- A needle specially enchanted to sew with spectral thread and phantom silk.
- Transmutation Circle
- A portable circle or diagram used for infusing the cloak with ethereal properties.
- Alchemical Furnace
- Used to distill Ethereal Essence and treat the cloth with arcane energy.
- Arcane Loom
- Skill Requirements
- Arcane Weaving (Expert)
- Required for weaving the complex ethereal and arcane materials together.
- Dimensional Theory (Advanced)
- Understanding of interdimensional properties and how to stabilize the cloak’s connection to the ethereal plane.
- Enchanting (Expert)
- Needed to properly enchant the cloak with ethereal properties and bind the dimensional anchor to the fabric.
- Alchemy (Intermediate)
- Necessary for distilling the Ethereal Essence and preparing other mystical materials.
- Arcane Weaving (Expert)
- Crafting Steps
- Preparation of Materials
- Begin by distilling the Ethereal Essence in the Alchemical Furnace. Once distilled, soak the Arcane-Treated Cloth in the essence for 24 hours to imbue it with ethereal properties.
- Weaving the Cloak
- Set up the Arcane Loom and begin weaving the Wisp of Ethereal Fabric with the Phantom Silk. Use the Spectral Thread to stitch these materials together, ensuring that the weave is tight and the threads are evenly distributed.
- Stitching with the Astral Needle
- Using the Astral Needle, carefully stitch the Dimensional Anchor Crystal into the center of the cloak. This crystal will serve as the focal point for the cloak’s dimensional stability, allowing the wearer to phase through objects.
- Enchanting the Cloak
- Place the partially completed cloak within a Transmutation Circle. Channel your knowledge of Dimensional Theory and Enchanting to bind the ethereal energies to the cloak. This process will require a continuous flow of arcane energy, lasting several hours.
- Finalization
- After the enchantment is complete, let the cloak rest in an area with strong ethereal influence for 12 hours to stabilize its properties. Once this period is over, the Cloak of Ethereal Passage is ready for use.
- Preparation of Materials
This crafting process is delicate and requires a high level of expertise in both magical weaving and enchanting. The materials used are rare and difficult to obtain, but the result is a powerful cloak that grants the wearer unique abilities to traverse through the ethereal plane.
Tale of the Veilwalker’s Garb
Long, long ago, in the mists of time when the stars still whispered secrets to those who could listen, there existed beings known as the Veilwalkers. They were the ones who stepped between worlds, their feet treading on paths unseen by mortal eyes. Their clothes, made from threads not of this world, shimmered with a light that came not from any sun or moon, but from places where light itself was a stranger.
In those days, the world was younger, and the Veilwalkers roamed freely, their purpose known only to themselves. It is said they sought the hidden truths of the many worlds, truths that lay buried beneath the surface of what we know. They traveled through walls that held firm against all others, passed through doors no key could open, and moved like shadows through the night.
One such Veilwalker was known as H’tarra, whose name meant something lost to time, now only a sound on the wind. H’tarra was wise, but with wisdom came a deep sorrow, for the more she saw, the more she knew what was hidden should stay hidden. But curiosity, like a flame in the heart, could not be easily extinguished.
One fateful day, H’tarra came upon a great wall, taller than the tallest tree, smoother than the calmest sea. Behind this wall, it was whispered, lay the secret of all secrets, the knowledge of the beginnings and the endings. She could not resist the pull of this mystery and, with a whisper, she drew her cloak around her. It shimmered, it danced like mist in the morning light, and she stepped into the wall.
But what lay beyond was not the secret she sought. It was a place between places, a land of shadows where nothing had form, where echoes of things that never were drifted like smoke. H’tarra found herself lost, for her cloak, her precious cloak, could take her through walls, but it could not guide her where there were no paths to follow.
For days, or perhaps years, for time in that place did not move as it does here, H’tarra wandered, her steps growing heavier, her heart growing colder. The shadows whispered to her, not of secrets but of despair, until at last, she came upon a figure, tall and dark, with eyes like empty voids.
“Why do you seek what should not be found?” the figure asked, its voice a chorus of lost hopes.
“I sought truth,” H’tarra replied, “for I believed truth would bring light.”
“Truth is not always light,” the figure answered. “Sometimes, it is a shadow, darker than any night.”
With that, H’tarra knew she had been foolish, but it was too late. The figure reached out and touched her cloak, and with that touch, it began to unravel. The threads of the cloak dissolved into the air, leaving H’tarra standing, bare and vulnerable, in that place of shadows.
“Return to your world, if you can,” the figure said, “but know this: you will never walk the paths between worlds again.”
And so, H’tarra returned, but not as she had been. She was no longer a Veilwalker, no longer able to pass through the unseen doors of the world. She lived out her days in silence, her wisdom now a burden too heavy to bear, until she faded from memory, like a dream half-remembered.
The cloak, or what remained of it, was found many years later, a fragment of its former self, still shimmering with a light not of this world. It was passed down, from hand to hand, each new owner knowing a little less of its story, until it became just a thing of legend, a relic of a time when the Veilwalkers roamed.
Moral of the Story: Some truths are better left unknown, for to seek them is to risk losing the very thing that allows us to seek at all.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Name: Cloak of Ethereal Passage
- Description: A tattered, semi-translucent cloak that shimmers with an otherworldly glow. The cloak grants the wearer the ability to partially phase into the ethereal realm, allowing them to pass through solid objects.
- Skill Requirements:
- Cthulhu Mythos: 20% (to understand the cloak’s nature and avoid potential dangers).
- Occult: 30% (to properly attune to the cloak).
- Game Mechanics:
- Ethereal Shift: The wearer may use the cloak to phase through solid objects for up to 1d6 rounds. They must succeed on a Hard POW check each round to maintain the ethereal state.
- Sanity Loss: 1/1d6 (using the cloak exposes the wearer to the terrifying realities of the ethereal plane).
- Limitations: The cloak cannot phase through wards or barriers created with Mythos magic. If the wearer fails the POW check, they become partially trapped in the ethereal realm, losing 1d4 SAN and being unable to interact with the physical world for 1d4 rounds.
- Use in Scenarios:
- Ideal for escaping dire situations or exploring areas that are otherwise inaccessible. However, the risks associated with using the cloak, such as potential SAN loss or becoming trapped, should be carefully considered.
Blades in the Dark
Name: Cloak of Ethereal Passage
- Description: A ghostly cloak that allows the wearer to momentarily phase through physical barriers, making it a prized tool for infiltrators and thieves.
- Item Quality: Fine
- Load: 1 (Light)
- Game Mechanics:
- Ethereal Passage: The wearer can activate the cloak to phase through walls or locked doors. This counts as a Special Armor against traps, locks, or physical barriers (spending a point of armor allows the wearer to bypass one such obstacle).
- Attunement: Requires 2 stress to activate. The wearer rolls Attune to control the phasing. On a 6, they pass through safely. On a 4/5, they pass through but suffer a complication (such as a noisy re-entry or temporary disorientation). On a 1-3, the phasing fails, and they suffer 2 harm (disrupted essence).
- Ghost Field Interaction: Using the cloak attracts the attention of nearby spirits, increasing the risk of a supernatural encounter during or after use.
- Use in Heists:
- The cloak is invaluable for avoiding physical security measures and making quick escapes. However, its interaction with the ghost field and the stress cost makes it a tool to be used with caution.
Dungeons & Dragons (5th Edition)
Name: Cloak of Ethereal Passage
- Wondrous Item, Rare (Requires Attunement)
- Description: This translucent, shimmering cloak allows the wearer to shift partially into the Ethereal Plane, enabling them to pass through solid objects and barriers.
- Game Mechanics:
- Ethereal Phase (3 charges): As an action, the wearer can expend 1 charge to phase into the Ethereal Plane for up to 10 minutes. While in the Ethereal Plane, the wearer can move through creatures and objects as if they were difficult terrain. They cannot interact with objects on the Material Plane, nor can they be targeted by non-ethereal creatures or effects.
- Recharge: The cloak regains 1d3 expended charges daily at dawn.
- Limitations: The cloak cannot phase through magical barriers or walls of force. While in the Ethereal Plane, the wearer can see and be seen by creatures that also inhabit the Ethereal Plane.
- Stealth Enhancement: The wearer gains advantage on Dexterity (Stealth) checks made while phasing through solid objects.
- Use in Encounters:
- Useful for bypassing locked doors, traps, or other physical obstacles. The limited charges and inability to interact with the Material Plane require strategic use, making it a powerful tool for exploration and stealth.
Knave
Name: Cloak of Ethereal Passage
- Item Slots: 1
- Description: A cloak woven from the fabric of the ethereal plane, granting the wearer the ability to pass through solid objects for a brief period.
- Game Mechanics:
- Ethereal Shift: As an action, the wearer can activate the cloak to phase through a solid object, wall, or barrier. This effect lasts for 1d4 rounds, during which the wearer can move through up to 10 feet of solid material per round.
- Complications: Each time the cloak is used, the wearer must roll a saving throw. On a failure, the wearer suffers 1d4 damage as they are partially trapped between planes, unable to fully reintegrate with the material world for 1d4 rounds (during this time, the wearer is ghostly and cannot interact with physical objects).
- Limitations: The cloak cannot phase through enchanted barriers or thick stone walls (more than 5 feet thick). Additionally, using the cloak too often (more than once per day) risks permanent damage to the wearer’s essence.
- Use in Play:
- The cloak is a valuable asset for bypassing physical obstacles in dungeons or escaping from dangerous situations. However, its limited duration and the risk of damage make it a tool best used sparingly and with caution.
Fate Core
Name: Cloak of Ethereal Passage
- Aspect: “Ghostly Garb of the Veilwalkers”
- Description: A shimmering, spectral cloak that allows the wearer to phase through solid objects and barriers by partially entering the ethereal plane.
- Game Mechanics:
- Invoke: The wearer can invoke the cloak’s Aspect to phase through physical barriers, such as walls or locked doors. This allows them to bypass obstacles that would normally require brute force or other skills to overcome.
- Compel: The GM might compel the cloak’s Aspect to cause unintended side effects, such as attracting the attention of ethereal entities or leaving the wearer temporarily vulnerable upon re-materializing.
- Use of Fate Points: The wearer may spend a Fate Point to automatically succeed at a physical action that involves phasing through a barrier, or to create an advantage related to stealth or evasion using the cloak’s abilities.
- Consequences: Repeated use might lead to stress or consequences, such as becoming partially ethereal and less able to interact with the material world, or attracting dangerous attention from beings of the ethereal plane.
- Use in Play:
- The cloak serves as a powerful narrative tool, allowing for creative solutions to physical challenges and obstacles. However, it also introduces potential complications that can drive the story in unexpected directions.
Numenera & Cypher System
Name: Cloak of Ethereal Passage
- Level: 1d6 + 2
- Description: A translucent cloak that allows the wearer to shift into the ethereal realm, enabling them to move through solid objects for a short time.
- Game Mechanics:
- Ethereal Shift (Action, 2 Intellect Points): The wearer can activate the cloak to become partially ethereal for up to 10 minutes. During this time, they can move through solid objects and barriers as if they were not there. The wearer is unable to interact with the physical world, and cannot be attacked or attack others, unless they also exist in the ethereal realm.
- Depletion: 1 in 1d20 (After each use, roll to determine if the cloak loses its ethereal charge and becomes a mundane item until recharged).
- Special: While in the ethereal state, the wearer gains an asset on stealth and evasion tasks, but suffers a hindrance when attempting to interact with the physical world.
- Limitations: The cloak does not allow passage through magical barriers or strong energy fields. It also offers no protection against ethereal or psychic attacks.
- Use in Play:
- Ideal for infiltration, exploration, or escape scenarios. The depletion mechanic adds a layer of risk to its use, requiring careful management of the cloak’s abilities.
Pathfinder (2nd Edition)
Name: Cloak of Ethereal Passage
- Item Level: 10
- Price: 9,000 gp
- Bulk: L
- Description: This semi-translucent cloak allows the wearer to shift into the ethereal plane, passing through solid objects and avoiding physical barriers.
- Game Mechanics:
- Ethereal Jaunt (3/day): As a single action, the wearer can activate the cloak to shift into the Ethereal Plane for 1 minute. While in the Ethereal Plane, the wearer can move through solid objects, but cannot interact with creatures or objects on the Material Plane.
- Ethereal Sight: While using Ethereal Jaunt, the wearer gains the ability to see invisible or ethereal creatures, but suffers a -2 penalty to Perception checks against creatures in the Material Plane.
- Recharge: The cloak regains its uses at dawn.
- Limitations: The cloak does not allow passage through magically warded objects or barriers created to block ethereal travel.
- Use in Encounters:
- Useful for bypassing traps, barriers, and walls. The limited number of uses per day encourages strategic application, making it a valuable tool for specific situations.
Savage Worlds (Adventure Edition)
Name: Cloak of Ethereal Passage
- Rank: Heroic
- Power Points: 5
- Duration: 5 rounds (1/round to maintain)
- Description: A mystical cloak that allows the wearer to phase into the ethereal realm, passing through solid objects and avoiding physical obstructions.
- Game Mechanics:
- Ethereal Form: The wearer may activate the cloak to enter a ghostly state, gaining the following abilities:
- Incorporeal: The wearer can move through solid objects and barriers. They are immune to non-magical attacks but cannot interact with the physical world or attack others.
- Stealth Bonus: +2 to Stealth rolls while in Ethereal Form, as the wearer becomes nearly invisible and silent.
- Disruption: The wearer must succeed on a Spirit roll each time they pass through an object, or suffer 1 fatigue level due to the strain of shifting between planes.
- Limitations: The cloak cannot bypass magical barriers or interact with beings on the Material Plane. If the wearer is forced out of the ethereal state while inside a solid object, they are immediately Shaken and suffer 2d6 damage.
- Use in Adventures:
- Ideal for stealth missions, infiltration, and avoiding physical threats. The fatigue risk adds tension and a strategic layer to its use, requiring careful consideration during intense encounters.
Shadowrun (6th Edition)
Name: Cloak of Ethereal Passage
- Item Type: Magical Item (Focus)
- Cost: 50,000¥
- Availability: 16R
- Description: A shimmering cloak that allows the wearer to phase into the astral plane, bypassing physical barriers and obstacles.
- Game Mechanics:
- Astral Shift (Rating 3): The cloak allows the wearer to shift partially into the astral plane for a number of minutes equal to its rating. While in this state, the wearer can pass through walls, doors, and other barriers, but cannot interact with the physical world.
- Astral Stealth: The cloak grants a +3 bonus to Stealth tests while in the astral plane, making it easier to avoid detection by spirits or other astral entities.
- Drain Resistance: The wearer gains a +2 dice pool bonus to resist Drain caused by spells while using the cloak.
- Limitations: The cloak does not protect against astral combat and leaves the wearer vulnerable to astral attacks. Additionally, the cloak cannot pass through wards or barriers specifically designed to block astral travel.
- Use in Runs:
- Ideal for infiltrators and mages, the cloak provides a powerful tool for bypassing physical security. However, its high cost and rarity make it a prized possession, and its use should be carefully planned to avoid astral threats.
Starfinder
Name: Cloak of Ethereal Passage
- Item Level: 10
- Price: 9,000 credits
- Bulk: L
- Slots: 1 (Body)
- Description: This shimmering, translucent cloak allows the wearer to shift into the ethereal plane, moving through solid objects and avoiding physical barriers.
- Game Mechanics:
- Ethereal Jaunt (3/day): As a standard action, the wearer can activate the cloak to shift into the Ethereal Plane for up to 1 minute. While in the Ethereal Plane, the wearer can move through solid objects but cannot interact with the Material Plane.
- Ghost Step: While in the Ethereal Plane, the wearer gains a +4 enhancement bonus to Stealth checks.
- Recharge: The cloak regains all its uses after a 24-hour period.
- Limitations: The cloak cannot pass through force fields or magical barriers, and the wearer cannot interact with ethereal creatures while using the cloak.
- Use in Adventures:
- This cloak is particularly useful for bypassing security, avoiding traps, or escaping from dangerous situations. Its limited duration and uses per day require careful consideration of when and where to activate it.
Traveller (Mongoose 2nd Edition)
Name: Cloak of Ethereal Passage
- TL: 15
- Cost: 500,000 Credits
- Mass: Negligible
- Description: A rare piece of advanced technology that allows the wearer to phase out of normal space, effectively bypassing solid objects and barriers for a short period.
- Game Mechanics:
- Phase Shift: As a minor action, the wearer can activate the cloak to phase out of normal space for up to 10 minutes. During this time, the wearer can move through solid objects and walls, but cannot interact with the physical world.
- Stealth Enhancement: While phased, the wearer gains a DM+2 to any Stealth checks due to their near-invisibility.
- Recharge: The cloak requires 24 hours to fully recharge after use.
- Limitations: The cloak cannot phase through energy barriers or extremely dense materials (e.g., starship hulls). Prolonged use (more than 5 minutes at a time) risks temporary disorientation, requiring an Endurance check (8+) to avoid being stunned for 1d6 rounds.
- Use in Play:
- This cloak is an invaluable tool for espionage, infiltration, or escape scenarios. The high cost and technological level make it a rare and highly sought-after item, suitable for elite operatives or well-funded explorers.
Warhammer (Warhammer Fantasy Roleplay 4th Edition)
Name: Cloak of Ethereal Passage
- Type: Magic Item (Wondrous Item)
- Encumbrance: 0
- Availability: Very Rare
- Description: A mystical cloak that allows the wearer to become ethereal, phasing through solid objects and barriers for a short time.
- Game Mechanics:
- Ethereal Form: The wearer can activate the cloak as a Free Action to become ethereal for a number of Rounds equal to their Willpower Bonus. While ethereal, the wearer can move through solid objects but cannot attack or interact with the material world.
- Ethereal Escape: The cloak grants a +20 bonus to Stealth checks while ethereal, allowing the wearer to slip away unnoticed.
- Drawbacks: Each use of the cloak requires the wearer to succeed on a Willpower Test or suffer 1 Fatigue due to the strain of maintaining an ethereal form.
- Limitations: The cloak cannot bypass magical wards or barriers designed to block ethereal entities. Additionally, if the wearer is forced out of ethereal form while inside a solid object, they must pass a Toughness Test or take 1d10 Wounds.
- Use in Campaigns:
- The cloak is a powerful magical item for those seeking to infiltrate secure locations or escape dire situations. However, its rarity and the risks associated with its use make it a double-edged sword, requiring caution and careful strategy.

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[…] Cloak of Ethereal Passage: This ethereal cloak is woven from wisps of interdimensional fabric. When activated, it envelops the creature in a semi-translucent, ghostly aura, granting them the ability to phase through solid objects for a limited duration. This allows the creature to bypass barriers, move silently through locked doors, or even evade physical attacks by partially entering the ethereal plane. […]