Zephyrs Veil 33

From: Aromancers Zephyr Codex 42

Description: This spell weaves air and scent into a mobile sphere of concealment. The caster summons a gentle, swirling breeze in a 20-foot radius, filling the area with a shimmering, fine mist. This mist is saturated with the heavy, natural scent of damp earth and fresh rain. The combination of visual obscurity from the mist and the potent, natural scent that masks the party’s own smells makes it exceptionally difficult for outsiders to see, hear, or smell anyone within the veil. The spell muffles sound and provides excellent cover for stealthy movement.

Sensory Experience (from the Codex): Inhaling from these pages is like breathing the air after a gentle spring shower in a dense forest; the dominant scent is petrichor mixed with damp moss. As the spell is cast, this scent fills the affected area, accompanied by the soft, soothing patter of light rain, though no actual water falls. A cool, pleasant dampness clings to the air within the veil.


Lore

The creation of Zephyr’s Veil is a testament to the collaborative spirit that defined the creation of the Aromancer’s Zephyr Codex. While Aelar Windwalker excelled at grand, powerful manifestations of air, the master Perfumers of the Scented Sanctum challenged him with a more subtle problem: “The wind can be a shout, but can you make it a secret?” They spoke of creatures with senses far beyond sight—hunting beasts that could follow a scent for miles or predators that could pinpoint a snapped twig in a noisy forest. Aelar’s magic, for all its power, was loud and obvious.

Intrigued, Aelar worked with the Perfumers not to create a wind that was merely quiet, but a wind that could lie. They sought a scent that was so common, so primally reassuring to the natural world, that it would override all others. They found their answer in the rich, earthy fragrance of petrichor—the scent of rain on dry earth—and the deep, damp aroma of moss. This combination was nature’s “all clear” signal; a scent that masks tracks, muffles sound, and encourages many creatures to seek shelter. Aelar’s contribution was to weave this potent scent into a self-contained, mobile sphere of fine mist and gently swirling air. The result was not a spell of hiding, but a spell of misdirection, a perfect, mobile piece of the natural world that could be placed anywhere, rendering those within it utterly unremarkable to the senses.

Use

Zephyr’s Veil is the ultimate tool for strategic concealment and infiltration. As a “once per day” spell, it is reserved for situations where discovery would be catastrophic. The caster summons a 20-foot-radius sphere of gently swirling, shimmering mist that is centered on and moves with them. This is not a static Fog Cloud; it is a mobile bubble of sensory isolation.

Within this sphere, all senses are deceived. Visually, the dense mist makes it impossible for outsiders to see in, and for those inside to see out clearly. Aurally, the spell creates a field of damp air that muffles all sounds originating from within, turning sharp noises into dull thuds, while the soft, phantom patter of rain masks the sound of footsteps. Most uniquely, the entire area is saturated with the potent, natural scent of a damp forest floor, completely overwhelming the individual scents of those within and rendering them undetectable to creatures relying on their sense of smell. It is a perfect, multi-layered cloak, allowing a small group to bypass sentries, escape a perilous situation, or set up a devastating ambush under the noses of their enemies.

Spell Values

  • Tier: 2
  • Stats:
    • Casting Time: 1 Action.
    • Range: Self (20-foot-radius sphere).
    • Duration: Concentration, up to 10 minutes.
    • Effect: A 20-foot-radius sphere of shimmering mist centered on you moves with you. The sphere is heavily obscured. All creatures within the sphere have advantage on Dexterity (Stealth) checks that rely on sound. Creatures relying on the sense of smell to perceive or track have disadvantage on Wisdom (Perception) checks to detect anyone within the sphere.
  • Skills: The spell is cast using the Aeromancy skill. Its primary application heavily benefits the Stealth skill for the entire party.
  • Cost: As a single-use scroll, this spell is a guaranteed escape or infiltration tool, making it highly prized by spies and adventurers. It would typically cost around 500 gold pieces.
  • Requirements:
    • Must be a spellcaster with access to Tier 2 magic.
    • Requires Vocal (a long, soft, sibilant whisper), Somatic (a gentle cupping gesture that is slowly opened), and Material (the codex, or a pinch of moss and a drop of fresh rainwater) components.
  • Tags: Air Magic, Aeromancy, Illusion, Concealment, Stealth, Utility, Tier 2, Olfactory Magic, Auditory, Area of Effect, Mobile, Obscuring, Infiltration, Evasion, Sensory Deprivation, Misdirection, Dampness, Weather, Masking, Ambush, Cloaking

Roleplay and Tactics

Roleplay: The casting of Zephyr’s Veil is an act of quiet, subtle artistry. The caster’s voice should drop to a whisper, the incantation sounding like the sibilant hiss of gentle rain on leaves. The somatic gesture is not a grand display of power but a slow, graceful opening of cupped hands, as if releasing a captured butterfly. The caster should describe the sudden chill in the air, the immediate, powerful scent of a damp forest floor, and the way the world outside the mist becomes a muted, indistinct blur.

For the party members inside the veil, it’s a tense and intimate experience. They are wrapped in a private world of mist and muffled sound, forced to rely on the caster to guide them. Sounds from outside are distant and distorted, creating a sense of isolation. It’s a shared secret, a bubble of stealth that requires trust and coordination to use effectively.

Tactics:

  • The Infiltration Engine: This is the spell’s premier function. Cast it a hundred feet from an enemy encampment and the entire party can walk slowly and carefully right past the sentries, their sight, sound, and scent completely masked by the mobile sphere of mist.
  • The “Vanishing Act” Escape: When a fight turns sour, Zephyr’s Veil is the ultimate escape plan. The caster places it over the party, and they can disengage and retreat. Pursuers, especially tracking beasts, will be left completely baffled, losing all sensory trace of their quarry the moment they are enveloped by the mist.
  • The Perfect Ambush: The party can use the veil to get into an ideal tactical position—such as surrounding a group of enemies in a chokepoint—completely undetected. When the caster drops the spell (by ending their concentration), the party can unleash a devastating surprise round on their bewildered foes.
  • Countering Special Senses: This spell is a hard counter to many monstrous abilities. It completely neutralizes creatures that rely on Keen Smell (like wolves or hounds) or Blindsight that relies on hearing (like bats). It forces these specialized creatures to fight on the party’s terms.
  • Coordinated Movement: The key tactical challenge is keeping the party within the 20-foot radius. Anyone who strays outside the mist is immediately visible and exposed. This forces the party to move as a single, cohesive unit, making it a powerful tool for promoting teamwork and tactical discipline.

Activation perception of: Zephyr’s Veil 33

Sight

  • What is Perceived: A gradual blooming of soft, shimmering mist in a sphere around the caster and any nearby allies.
  • Description: The air itself around the caster begins to thicken, not with vapor, but with light, as if thousands of microscopic motes are reflecting ambient illumination. This subtle distortion quickly intensifies into a fine, swirling mist that is translucent at its edges but grows opaque towards its center. From inside, the mist appears luminous and comforting, while from outside, it would look like a sudden, unnatural patch of fog that muffles visibility.
  • Positives: The visual obscurity is immediate and highly effective for concealment, making the group rapidly disappear from sight. The soft glow within the mist can be comforting.
  • Negatives: The sudden appearance of a glowing sphere of mist is very noticeable, signaling magical activity to anyone observing from a distance before the full obscurity takes hold.

Sound

  • What is Perceived: The sudden onset of soft, soothing patter of light rain, accompanied by a profound muting of all other sounds from both inside and outside the sphere.
  • Description: As the veil forms, a gentle, phantom pattering sound begins, like light rain falling on leaves, yet no actual drops of water are present. This sound acts as a natural white noise, immediately muffling the sounds of footsteps, whispers, and movements from within the sphere. Simultaneously, external sounds become dull and indistinct, as if heard through thick walls or a heavy blanket.
  • Positives: Provides excellent auditory concealment, allowing the party to move stealthily. The gentle rain sound can be calming and help to mask their presence.
  • Negatives: The constant, soft pattering can make internal communication more difficult, requiring deliberate whispers or hand signals. The sudden muting of external sounds can be disorienting and make it harder to perceive distant threats.

Touch

  • What is Perceived: A cool, pleasant dampness clinging to the air, accompanied by a very gentle, almost imperceptible breeze.
  • Description: The temperature within the sphere drops slightly, and a pervasive, refreshing dampness settles on the skin and clothes, similar to stepping into a cloud or a light fog bank on a cool morning. There’s also a constant, soft, swirling air current that feels like a gentle caress rather than a forceful wind.
  • Positives: The cool, damp air is refreshing and can help to alleviate discomfort from heat or exertion. The gentle breeze prevents a feeling of claustrophobia despite the visual obscurity.
  • Negatives: The dampness can be uncomfortable in already cold environments, and delicate equipment or materials (like parchment) might become slightly moist.

Smell

  • What is Perceived: An immediate and powerful saturation of the air with the natural scent of damp earth and fresh rain, mixed with damp moss.
  • Description: The moment the spell activates, the air within the sphere becomes heavy with the rich, unmistakable fragrance of petrichor (rain on dry earth) and deep, damp forest moss. This scent is so potent and natural that it completely overrides and masks all other individual odors, making it impossible to discern the presence of any creature based on their unique smell.
  • Positives: The absolute masking of personal scents is crucial for evading creatures with keen olfactory senses. The familiar, natural scent can be oddly reassuring.
  • Negatives: The overpowering scent can make it difficult for those inside the veil to detect any subtle, important odors in their immediate environment (e.g., the smell of sulfur from a demon, or a burning fuse).

Taste

  • What is Perceived: A faint, clean, and earthy taste on the tongue, like drinking fresh, soft rainwater or tasting damp soil.
  • Description: A subtle, mineral-rich taste, clean and slightly earthy, coats the tongue. It’s the taste of pure, unfiltered moisture and elemental earth, deeply intertwined with the petrichor smell.
  • Positives: This clean taste can be subtly invigorating and reinforces the natural, unobtrusive feel of the spell.
  • Negatives: The taste can be mildly distracting, especially if the caster or party members are trying to taste anything else, like food or drink.

Extra-Sensory Perceptions

Mana-Dampening Field (Magical Awareness)

  • What is Perceived: A subtle suppression or bending of the local magical aura, making the area within the veil appear “blank” to magical senses.
  • Description: A magically sensitive caster or observer would perceive the area within the veil as a patch of suppressed or distorted magical energy. It doesn’t necessarily block spells, but it makes the creatures and objects within appear magically inert or uninteresting, like looking at a blank spot on a magical heatmap. The subtle currents of mana seem to flow around the veil, rather than through it.
  • Positives: Provides excellent defense against magical scrying, magical detection spells, and any ability that senses magical auras.
  • Negatives: The unnatural blankness or distortion of the mana field is itself a magical signature, which a highly skilled magic-user might recognize as a sign of purposeful concealment.

Emotional Resonance Dampening (Empathic Awareness)

  • What is Perceived: A dulling or muffling of emotional and mental “noise” emanating from within the veil, making the occupants feel less “present” to empathetic senses.
  • Description: For an empath, the strong emotional or mental signatures of the creatures inside the veil become muted and indistinct, fading into a background hum, akin to trying to pick out a specific voice in a noisy crowd. The veil projects a sense of profound calm and natural stillness.
  • Positives: Provides protection against creatures with telepathy or strong empathic senses, making it harder for them to pinpoint or understand the emotions/intentions of those within.
  • Negatives: Those inside the veil might feel a slight sense of emotional detachment or muted personal connection, a subtle psychological side effect of having their aura dampened.

Aetheric Invisibility (Existential Awareness)

  • What is Perceived: A fleeting sense that the area within the veil, and its occupants, momentarily cease to register as “important” or “present” on a fundamental, almost existential level.
  • Description: For a creature with an unnaturally keen, almost cosmic sense of awareness (like certain celestial beings or elder horrors), the veil would cause a subtle ‘blink’ in their perception. It’s not true invisibility, but a momentary lapse in the perception of existence, as if the area simply isn’t there for a split second, only to return as an unremarkable patch of mist.
  • Positives: This rare property can fool truly ancient or powerful entities that might normally pierce any other form of concealment.
  • Negatives: The effect is extremely subtle and unreliable against beings of immense cosmic power, who might merely find it an interesting anomaly rather than a true deterrent.

Cloak of False Rain

It is told, from the clay tablets that crumble at a touch, of a time when the great Aelar Windwalker and the First Nose, the Matriarch of the Scent-Weavers, journeyed together into the Forest of a Thousand Noses. This was a place where every leaf and every stone had its own breath, and a man could be tracked for a league by the scent of the fear in his heart.

They sought a rare, silent orchid that grew only in the forest’s heart, but the forest had guardians. These were the Hounds of the Dry Wind, great beasts that had no eyes but could smell a single drop of sweat from a mile away. They did not hunt what they saw, but what they breathed. [The name means ‘those who hunt by breath’.]

Aelar, in his power, raised great walls of wind to stop them. But the Hounds were clever. They did not run into the walls. They went around, always following the scent of the two travelers. Aelar’s magic was a great shout, and it only told the Hounds where he was. His power was a bright flag in the world of smells.

The First Nose, whose wisdom was quiet, said to him, “Your power has a great scent, Aelar. And we ourselves, we have the scent of ‘living’. To these Hounds, we are a great fire in a dark room. To hide, we cannot put out the fire. We must hide the room itself.”

Aelar did not understand. “How can one hide a room?”

The Matriarch crushed a damp piece of moss in her hand. “What is the one scent that is not a creature, not a plant, but is everywhere and means nothing? It is the smell of a new rain on old, dry earth. It is the world washing its own face. It is a scent that means ‘everything that was here before is now gone’.”

And then Aelar understood. His magic was the wind. Her magic was the scent.

They stood back to back as the howling of the Hounds grew closer. The First Nose took from her pouch a handful of moss and a pinch of dry dust. Aelar cupped his hands. He did not call upon a great gale, but a small, gentle breath, a zephyr. He breathed this gentle wind into his cupped hands, and it began to swirl, making a small sphere of moving air.

Then the First Nose dropped the moss and the dust into the swirling air. She whispered a word of power, a word that meant not ‘flower’ or ‘spice’, but ‘memory of water’.

A great magic happened. The air in Aelar’s hands turned to a thick, shimmering mist. A sound began, like the soft patter of a gentle shower, though no water fell. And a great smell bloomed from the mist, a smell so powerful and so real that it was as if the sky had just opened above them. It was the smell of a deep, damp forest after a long, cleansing rain.

“Now,” the Matriarch whispered. She and Aelar stepped into the mist. It swirled around them, cool and damp. From the outside, they were gone, hidden in a small, lonely patch of fog. The Hounds of the Dry Wind burst into the clearing. They stopped, confused. They sniffed the air, their great nostrils flaring. But the scent of man and mage was gone. The scent of fear was gone. They did not smell their prey, but only the world-after-a-storm. Believing their quarry had been washed away by a sudden squall, they turned and loped off into the woods, seeking a drier trail.

And in their bubble of false rain, Aelar and the First Nose walked on, unheard, unseen, and un-smelled. They found the silent orchid and returned, and they wrote down the memory of their new magic, a spell that was both a wind and a scent, a cloak made not of cloth, but of a lie.

The Moral of the Story: It is said that to hide from a great power, you do not need a greater power. You need only a more common truth. For the hunter who can track a single leaf across a kingdom will lose the trail when the whole forest begins to fall.

Suggested conversions to other systems:


Dungeons & Dragons (5th Edition)

Sylvan Veil 3rd-level Illusion

Casting Time: 1 action Range: Self (20-foot-radius sphere) Components: V, S, M (a pinch of fresh moss and a drop of rainwater) Duration: Concentration, up to 10 minutes

High-Level Overview: This is a powerful 3rd-level concealment spell, representing a significant upgrade over Fog Cloud or Pass Without Trace. It creates a mobile sphere of multi-sensory camouflage, making it an exceptional tool for infiltration, strategic repositioning, or escaping a superior force. It is prized by rangers, druids, and wizards who specialize in subtle magic.

Game Mechanics: You summon a 20-foot-radius sphere of gently swirling, shimmering mist that is centered on you. The sphere moves with you, and its area is heavily obscured. The air within the sphere is cool, damp, and saturated with the potent, natural scent of a damp forest floor after a fresh rain.

For the duration, you and any creature that remains within the sphere gain the following benefits:

  • Creatures are effectively invisible to any creature outside the sphere.
  • All sounds made within the sphere are muffled, granting creatures inside advantage on Dexterity (Stealth) checks that rely on being quiet.
  • The potent natural scent masks all other odors, making creatures inside impossible to track or detect by any sense of smell.

Call of Cthulhu (7th Edition)

Mantle of False Rain Mythos Spell

Cost: 8 Magic Points; 1d4 Sanity points Casting Time: 2 rounds

High-Level Overview: This is a potent and unnatural spell that does not merely create fog, but imposes a false, localized reality upon the environment. It is a tool of profound deception, allowing investigators to walk past threats by convincing the very senses of their enemies that they are nothing more than a patch of damp, unremarkable nature. The mental strain of holding this illusion together is significant.

Game Mechanics: The caster spends two rounds weaving the air and ambient moisture into a mobile, 20-foot radius sphere of shimmering mist that moves with them. The spell lasts for 10 minutes.

While the spell is active, the area within the sphere is thick with a cool mist and the overwhelming scent of rain on dry earth.

  • Any creature outside the sphere cannot see into it.
  • All characters inside the sphere gain two bonus dice to any Stealth rolls.
  • Any creature that relies on hearing or smell to track or detect the investigators (such as a Guard Dog or certain Mythos entities) automatically fails its check to do so.

Blades in the Dark

Ritual of the Mire-Scent Cloak A Ritual of Concealment

High-Level Overview: This is not a quick spell but a significant ritual performed during downtime, allowing a Whisper to cloak their entire crew in a perfect, mobile shroud for a score. It’s the ultimate infiltration tool in Doskvol, using a combination of spectral fog and alchemical scents to make the crew seem like just another patch of damp, smelly canal mist as they move through the city.

Game Mechanics: A Whisper can perform this ritual as a downtime activity. It requires a quiet, secluded location and rare reagents (like preserved corpse-flower petals and distilled canal water), costing 2 Coin. The Whisper must make an Attune roll to perform the ritual.

  • On a critical success: The cloak is perfect. For the duration of the next score, the crew gains potency on all group Stealth actions, and you have +1d to your engagement roll.
  • On a 6: The cloak works. The crew has potency on all group Stealth actions for the next score.
  • On a 4/5: The cloak is flawed. It works, granting potency, but it has a strange, unnatural scent or look to it. You take +1 Heat from the score, and the GM gains 2 Ticks on a relevant clock as the Bluecoats or a rival faction notice the strange phenomenon.
  • On a 1-3: The ritual is a disaster. The cloak forms but is unstable, attracting unwanted spectral attention. The GM gains 4 Ticks on a relevant clock, and you suffer a level 2 harm, such as “Chilling Aura” or “Spectral Burns.”

Knave (2nd Edition)

Spellbook of the Dampening Mist Spellbook, 2 Slots

Casting: Once per day

High-Level Overview: This spell is a powerful, single-use utility contained within its own physical spellbook. It represents a major strategic asset for an adventuring party, allowing them to create a mobile zone of absolute concealment to bypass a powerful guard, escape a losing fight, or set up a perfect ambush. Its power is balanced by its significant inventory cost and once-per-day limitation.

Game Mechanics: When you read from this book for one action, you summon a 30-foot radius sphere of thick, cool, and fragrant mist centered on yourself. The spell lasts for 10 minutes and the mist moves with you.

  • Obscurement: The area within the mist is heavily obscured, blocking all normal sight.
  • Sensory Deception: Any creature outside the mist that relies on non-visual senses (like hearing or smell) automatically fails any Wisdom save to detect creatures that are fully inside the mist.
  • Stealth: Any creature making a Dexterity save to move silently while fully inside the mist has an Asset on their roll.

Fate Core System

Veil of the False Rain

High-Level Overview: In Fate, this spell is a powerful narrative tool for controlling a scene’s environment. It is best represented as a Stunt that allows a character to create a significant, mobile zone of concealment, making it a game-changer for any score involving infiltration or escape. It allows the whole group to benefit from a single character’s magical prowess.

Game Mechanics: As a Stunt:

Veil of the False Rain: You can spend a Fate Point to cast this spell. When you do, you create the situation Aspect Mobile Sphere of Sensory Deception in your zone with two free invocations. This zone of shimmering, scented mist moves with you. While this Aspect is in play, you and your allies can use the free invocations to gain a +2 bonus on Overcome rolls using Stealth or to Defend against being perceived by any sense (sight, sound, or smell).


Numenera & Cypher System

The Petrichor Veil (Tier 2 Intellect-based Ability)

High-Level Overview: This is a key ability for a character whose Focus is on illusion, nature, or stealth. It’s a potent, sustained effect that creates a mobile zone of multi-sensory concealment. The cost is paid from the Intellect Pool, representing the constant mental effort required to maintain the complex illusion of mist, sound, and scent.

Game Mechanics: Petrichor Veil (3 Intellect points): You weave the air and ambient moisture into a 20-foot (6-m) radius sphere of shimmering, scented mist centered on yourself. The sphere moves with you and lasts for ten minutes. The area within the sphere is heavily obscured to anyone outside of it. All tasks performed by you and your allies that involve stealth are eased. Any task performed by an opponent that relies on sight, hearing, or smell to perceive a target inside the sphere is hindered. Enabler.


Pathfinder (2nd Edition)

Sylvan Veil SPELL 4 [UNCOMMON] [ILLUSION] Traditions Primal, Arcane Cast [two-actions] somatic, verbal Range personal; Area 20-foot-radius emanation Duration Sustained up to 1 minute

High-Level Overview: As a 4th-level spell, Sylvan Veil is a premier concealment tool, far surpassing lower-level effects like obscuring mist. Its ability to move with the caster and deceive multiple senses makes it a top-tier choice for infiltration, ambushes, or tactical retreats, justifying its higher-level spell slot.

Game Mechanics: You summon a sphere of shimmering, fragrant mist that moves with you, remaining centered on you. The area within the emanation is filled with the scent of damp earth and is filled with mist that provides concealment.

  • All creatures within the mist are concealed, and all creatures outside the mist are concealed to creatures within it.
  • Any creature that relies on its sense of smell for abilities like scent cannot use those abilities to detect any creature within the mist.
  • Any creature attempting to use hearing to pinpoint a creature’s location within the mist (using the Seek action) must succeed at a DC 15 flat check instead of the normal DC 5.

Savage Worlds Adventure Edition (SWADE)

Veil of Mist Power

Rank: Veteran Power Points: 4 Range: Self Duration: 5 Rounds Trappings: A swirling sphere of cool mist, the scent of fresh rain, the soft sound of a gentle shower.

High-Level Overview: This is a powerful, high-rank utility power that provides a significant tactical advantage. It creates a mobile bubble of concealment that can shield an entire party, making it a game-changer for escaping a bad situation or setting up the perfect ambush. Its cost and rank reflect its ability to neutralize many common threats.

Game Mechanics: When successfully cast, the caster and all allies within a Large Blast Template centered on the caster are concealed.

  • Ranged attacks from outside the template targeting anyone inside suffer a –4 penalty.
  • Creatures outside the template that use non-visual senses (like a wolf’s sense of smell) suffer a –4 penalty to their Notice rolls to detect anyone inside.
  • Characters inside the template gain a +2 bonus to any Stealth rolls they make. The template moves with the caster. Any ally who moves outside of the template loses the benefits of the power.

Shadowrun (6th World)

Petrichor Veil Illusion Spell

High-Level Overview: This is a sophisticated, multi-sensory Physical Illusion spell, likely of elven design, that is highly prized in the shadow running community. It doesn’t just create an image; it manipulates the local atmosphere to create a mobile zone of real mist, dampness, and overwhelming natural scents. It is the ultimate tool for bypassing patrols, sensor grids, and hell-hounds in a single, sustained effect.

Game Mechanics: Type: P Range: Self (Area) Duration: Sustained Drain: F – 1

When you cast this spell, you create a sphere of shimmering, cool mist with a radius equal to the spell’s Force in meters, centered on you. The sphere moves with you.

  • Visual: The area within the sphere is considered a Visually Obscuring Fog, imposing a -4 dice pool penalty on all Perception tests to see into, out of, or through it.
  • Multi-Sensory Cloak: The veil is saturated with the powerful scent of rain and damp earth, and it muffles sound. You and any allies fully within the sphere gain a +3 dice pool bonus to all Stealth tests.
  • Scent Mask: Any creature attempting to track a character within the veil using its sense of smell automatically fails the test.

Starfinder

Sylvan Cloak Mystic 3, Technomancer 3

School: Illusion Casting Time: 1 standard action Range: Personal; Area 20-ft.-radius sphere centered on you Duration: Concentration, up to 1 minute

High-Level Overview: This is a 3rd-level spell that creates a mobile bubble of multi-sensory concealment. It is invaluable for exploration teams on alien worlds or operatives infiltrating secure facilities, as it effectively neutralizes a wide range of biological and technological sensors by creating an overwhelming field of naturalistic “noise.”

Game Mechanics: You summon a 20-foot-radius sphere of gently swirling, shimmering mist that moves with you, remaining centered on you. The area within the sphere has the following properties:

  • The area is heavily obscured, granting total concealment (50% miss chance) to any creature within it from creatures outside it.
  • The air within the sphere is cool, damp, and filled with the scent of a damp forest. You and any allies who remain within the sphere gain a +4 circumstance bonus to Stealth checks.
  • Creatures are immune to abilities that rely on scent (such as the scent universal creature rule) while they are outside the sphere and their target is inside it.

Traveller (Mongoose 2nd Edition)

Multi-Spectrum “Veil” Emitter TL: 13 Kg: 2 Cost: Cr 750,000

High-Level Overview: This is not a spell, but a piece of advanced, likely military-grade, personal stealth technology. The “Veil” emitter is a small device worn on a belt that projects a sophisticated field of micro-drones, sonic dampeners, and aerosol emitters. It creates a mobile sphere of sensory chaos, perfect for covert operations, but it is power-hungry and highly illegal in most systems.

Game Mechanics: When activated, the device projects a 5-meter radius sphere of shimmering mist centered on the user. The device’s power cell lasts for 10 minutes of continuous use.

  • Visual & Sensor Baffling: The mist is composed of sensor-baffling micro-drones. Any character making a check to see, or use sensors to detect, a target inside the sphere from the outside suffers a DM-4 penalty. This includes ranged attacks.
  • Sonic & Olfactory Masking: The device emits a low-level sonic dampening field and a powerful aerosol that smells of damp earth. Any character making a Recon or Survival check to detect targets within the sphere by sound or smell automatically fails. Characters inside gain DM+2 on any Stealth checks.
  • Limitation: The device is an obvious source of technological interference and will be immediately detected by any active sensor suite, even if the users themselves are hidden.

Warhammer Fantasy Roleplay (4th Edition)

Creeping Gloom of Ulgu Lore of Shadows Spell

CN: 7 Range: You Target: You Duration: Willpower Bonus Rounds

High-Level Overview: This is a potent spell from the Lore of Shadows, allowing a Grey Wizard to weave the mists of Ulgu into a mobile cloak of deception. It is not mere fog; it is a piece of the Grey Wind itself, saturated with confusion and the scent of damp, forgotten places. It is a powerful tool for ambush and escape, but its unnatural nature is unsettling to mortals and beasts alike.

Game Mechanics: You summon a sphere of swirling, grey mist in a 3-yard radius, centered on you. The sphere moves with you for the duration.

  • The area within the mist is considered Difficult Terrain, and any ranged attacks made into, out of, or through it suffer a -20 penalty.
  • You and any allies fully within the mist gain a +30 bonus to any Stealth Tests you make.
  • Animals and beasts must make a Challenging (+0) Cool Test to willingly enter the mist, as its unnatural scent and the muffling of sound are deeply unnerving.
  • Overcast: For each +2 SL on your casting test, you can either increase the radius of the mist by 2 yards or increase the duration by one round.