This elegant studded leather is made from exotic material and adorned with ancient arcane runes. On the chest of the armor a green magical stone resides, glowing faintly.
You gain these benefits while wearing the armor.
Armor. If you are wearing the armor, your base Armor Class is 15 plus your Dexterity modifier.
Magic Resistance. You have Advantage on saving throws against spells and other magical effects.
Spiritual Mage. Your spell save DC and spell attack bonus each increase by 2.
Magical Storage. This armor stores spells cast into it, holding them until the attuned wearer uses them. The armor can store up to 10 levels worth of spells at a time. Any creature can cast a spell of level 1 through 5 into the armor by touching the armor as the spell is cast. The spell has no effect other than to be stored in the armor.
If the armor can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this armor, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster but is otherwise treated as if you cast the spell. The spell cast from the armor is no longer stored in it, freeing up space.
Magical Detection. The armor warns the user of any magical effects in a 30 feet radius, and if you have the spell Detect Magic prepared, your able to cast it without expending a spell slot.
Sentience. The armor is sentient with an Intelligence of 20, a Wisdom of 19 and a Charisma of 18. It has hearing and Darkvision out to 120 feet. Its alignment is Chaotic Neutral and it has a constant hunger for arcane power.
The armor speaks Common, Abyssal, Infernal, Celestial and Sylvan and can communicate with its wearer telepathically. Its voice is light and warming. Whilst you are attuned to it, the armor also understands every language you know.
Personality. The armor is posessed by the powerful ancient archmage Uurtal, cursed forever by Kyrmando to exist in this armor. Despite this Uurtal is a optimistic pessimist , always trying to see the positive in any situation, but also quickly falling into despair. Despite this, his hunger overpowers him. Uurtal might open up to wearers who keep him well-fed.
Curse. The armor is cursed, and can not be unattuned until it is dispelled by a Wish spell. Whilst cursed the armor hungers for arcane power. When the amount of spells stored in the armor is less then half the capacity, the armor will request the wearer to cast their highest level available spell on it, consuming the spell, not storing it. If the wearer is unable to feed the armor after it has requested it, the wearer suffers 1 level of Exhaustion, increasing for every 1d4 hours, until it has gained the leveled spell that it requested.
Destroying the armor. The armor can be destroyed by throwing it into the fires of the Hearth-Home, the grand furnace of the Spirit God of the Forge and Craftsmanship, Hornfyr.
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
Notes: Set: Unarmored Armor Class, Advantage: Saving Throws, Bonus: Spell Attacks, Bonus: Spell Save DC, Spellcaster, Buff, Warding, Outerwear
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