Umbral Shroud (3.5e Equipment)

Cloak of Radiance
Covering its wearer like a film of living shadowstuff, the umbral shroud grants unmatched power over darkness and shadows.

Often shaped like a cloak or tabard, the umbral shroud wreathes its wearer in malleable darkness, giving it darkvision out to 60 feet and a concealment miss chance against attacks and targeted effects (20% within bright illumination, and 50% in shadowy illumination or darkness). The shroud bestows a +8 circumstance bonus on Hide checks when not in an area of bright illumination. The wearer of the shroud and any object he carries gain a +4 bonus to any saving throws against light-based effects. Creatures that are mortally baned by sunlight or any other kind of illumination, such as vampires, can move safely within the light while wearing the shroud, but still count as light-vulnerable undead for the purpose of spell damage.

The shroud bestows the following additional benefits to its wearer.


 * Shadowglide : When in areas of shadowy illumination (but not darkness), the wearer of the umbral shroud may partake with the shadows around him to travel fast across vast distances, or cross short distances almost instantly. Under these conditions he may replicate the effects of the shadow walk and shadowstep abilities at will. The cloak grants the wearer increased speed and precision when traversing the shadow plane, enabling him to move up to 10 times as fast during a shadow walk and emerge on the exact location on the prime material he wishes
 * Animate Shadows : The wearer of the umbral shroud can animate nearby shadows into shadowy manifestations. They function as greater shadows, except any creature whose Strength is drained to 0 by these shadows is merely rendered comatose until such time as the drain is restored. As they are considered creatures of actual shadow instead of incorporeal undead, these manifestations cannot be turned, but retain an undead's vulnerability to light. The animated shadows obey the wearer implicitly and cannot be otherwise compelled by an external influence, but last only for 1 minute after they are created. Any round of exposure to bright illumination or Light effects counts as two rounds. Up to 20 shadows can be summoned per day, spread in any desired number over any amount of summonings, within the ability's limits. Summoning shadows is a standard action.
 * Shadow Decoy : The umbral shroud can be expanded to create a simulacrum of the wearer that shares the wearer's consciousness and can be made to move and attack according to his will. The wearer and his decoy share senses, enabling the wearer to perceive what the decoy perceives through any sense it has.
 * Venture Forth into the Shadows : When using the shroud's shadowglide ability, the wearer may plane shift into the shadow plane completely. While in the shadow plane, the wearer cannot use the shadowglide ability except to return to the material plane. The wearer may take up to 10 willing creatures along with him, provided they are all touching in some way.

Prerequisites: Craft Wondrous Item, displacement, plane shit, shadws, shadow walk, simulacrum, Caster level 20th.

Cost to Create: 97,500 gp, 7,800 EXP, 195 days.