Art: Enchantment, Naming, Glamourie
Ruling Planet: Neptune
This charm creates one of two sorts of barriers that block sight, either to inflict conditions under which sight is greatly inhibited or creating areas where those within are effectively rendered blind. The first is a Veil that creates a barrier which may run in any configuration the caster desires, and is roughly (POT) inches in thickness. For this use, either the length or height of the Veil provide the Size that sets the minimum POT for the casting (whichever is greater). The Veil can be wrapped into a circle of (length ÷ 3) in radius. The second is a Cloud that fills the AoE described by the caster, up to a height of (Cloud radius). Only those areas that are closed off from the AoE by walls, shutters, doors and the like closed off prior to the loosing of the magick remain unaffected, even though they physically lie within the AoE, i.e., in the event that a structure or part of a structure is encompassed.
The Veil or Cloud can be applied to any number of different substances to create the appearance of the Cloud and fulfill its purpose, but some sample of the substance used to fill the Cloud and make it visibly impenetrable must be present somewhere within the AoE for the caster to draw on and incorporate it, especially if it is something already falling through the air. This can be something as simple as Smoke; Dust (dirt, grit, debris); Ashes (from the site of any fire); Leaves (dead and fallen, still turning or green, alike); flowers or petals; Fog (from drifting streamers over chilly dales or hanging over water, even low-hanging storm clouds); Steam (off a boiling cauldron); Fire or Smoke (from any firepit); flower petals (falling like snow as they are being shed); or whole flowers (from any field); sawdust or woodchips; even a handful of torn or shredded papers and parchment tossed into the air with the loosing of the dweomer to create a confetti-like effect, and so on.
The charm automatically takes the substance on which the Cloud or Veil is to be based and multiplies it by conjuration to create sufficient density to warrant its Obscuring effects.
If the trees are filled with flowers or (autumn) leaves the caster wants to use, whether the flowers have begun to shed their petals or not, the dweomer can shake a few loose to make use of them in a wave crossing the AoE, multiplying them as it passes to fulfill its purpose. The caster can designate whether he wants whole flowers or just the constituent petals.
Such is the density of the material suspended and flowing about within a Cloud or making up a Veil that, no matter its specific composition, those caught within a Cloud can only see dim, flat silhouetted shapes of the objects, creatures and/or beings, differentiated only by shade or tone, as all color is essentially washed out or made virtually monochromatic by the overwhelming presence of that which comprises the Cloud. Even when standing with one’s nose up to it, objects, creatures and/or beings on the other side of it can be seen no better, in the case of the Veil.
Objects, creatures and/or beings within the Cloud or on the other side of a Veil can only be seen as well as described up to each observer’s own [(AWA) – (Cloud’s POT)] in yards, minimum one (1). Beyond this distance victims can see nothing but an impenetrable mass, according to that which comprises the Cloud of Veil.
Any attempt to see through a Cloud or Veil so as to recognize shapes, especially specific persons or even beasts already known, requires a successful Perception/AWA check on d100 vs. [(POT) + (caster’s MGA att. mod.)], PLUS the number of feet by which a given object, creature or being is removed from the viewer within the distance that allows such sightings. This DV is lowered by the (modified) STA of creatures or beings or the Size of any objects.
Failing this check, an observer may not be completely blinded by the Cloud, but is simply unable to identify just what the something he is looking at actually is with any certainty. In the case of Cloud magicks, this also effectively reduces all AV’s for skills relying upon sight by (POT), to a maximum penalty of 1/4th normal, so long as each remains in the AoE. A successful check only reduces the victim’s AV’s to 1/2 normal, again for as long as he remains in the AoE.
In addition, the “Cloud of Dust”, “Cloud of Ashes” and the “Cloud of Smoke” induce coughing, wheezing and choking in those caught in its confines who attempt to breathe normally, impairing breathing. IF the victims cover their mouths with scarves, veils, gauze, or some such to filter the debris out, they will be able to effectively reduce the POT by 1/2, but no more (too much of this swaddling and they cannot breathe at all and start to suffocate).
Those who hold their breath have only (CND) CS’s in which to exit the AoE, if they can find their way out, and should they open their eyes to try to see their way through, the Smoke makes their eyes burn to such an extent that an AWA check vs. POT must be successfully made in order to see at all, and this only allows functionally clear vision for (AWA – POT) feet. Should the POT be greater than (AWA), the subject is rendered effectively blind, beyond the ability of any AWA check to alleviate, so long as they remain in the AoE, and taking (POT) CS’s to recover once they have exited.
The greatest danger from the “Cloud of Steam” lies in the temperature of the steam of which it is composed, which is sufficient to inflict (magickal damage) to every inhabitant every third CS following the loosing, for so long as it/they remain so. Because the heat is trapped in water suspended in air, leaving the confines of the Cloud cannot completely or immediately stop the damage inflicted. The moisture of the Cloud of Steam sinks into textiles and condenses on skin, and that moisture and the heat it retains inflicts damage after leaving the Cloud that is halved immediately (in the same CS in which the confines are escaped), and halved again every third CS following until it results in zero points of damage, indicating the heat of the dweomer has been exhausted.
Textile based armors (padded) take (DR) Pulses to get soaked through, after which the heat damage from the steam will be passed through. Metal armors pass the heat damage through in (DR ÷ 2) CS’s and suffer damage itself from the heat as the metal is fatigued by it, as if it had been struck for the same amount of damage. If the heat damage is sufficient, the steam may make even metals slump or even flow, with the consequential damage (GM’s discretion).
The Storm of Sprite Lights conjures a massive Glamourie of glowing points of light whose purpose is to obscure vision in the fashion of a Cloud of Obfuscation, or Veil of Obfuscation, with the same effects, but adding a Glare penalty equal to (POT) again on top of the (POT) DV to any and all trying to see through a Veil or while in a Cloud.
The dweomer maintains the Cloud or Veil for the DUR under normal circumstances, BUT the presence of prevailing winds can tear at them, causing the Clouds to lose one (1) effective yard of diameter per mph of their speed at the end of each CS once they begin, and the AoE to drift by (mph) yards in the direction they are blowing, as well. Veils remain in place but lose one effective foot off their height per mph of the prevailing wind’s speed, continued exposure to the same wind does NOT cause additional deterioration. IF the wind is strong enough to reduce the effective POT of the Veil to zero (0), the charm is considered broken, as surely as if it had been dispelled.
The dust-based Cloud and Veil are also available to Water-aligned practitioners to create murky water effects similarly difficult to see through, with currents having the same effect as winds on the results.
The conditions and procedures described all assume normal ambient daylight, however. If light levels are less than optimal, Gloom conditions are likely to be imposed on top of the effects of the Cloud or Veil in play (GM’s discretion).
The “Cloud of Obfuscation” skill provides the practitioner with a bridge to the Noble Sphere magick “Conjuration of Multiplication”, the means and background allowing him to research and develop a treatise sufficient for its learning and use through his own efforts.
The effects of this magick may not be resisted.
The Cloud/Veil of Fireflies produces exactly the same effect as the Storm Glamourie above, except that the Cloud usage carries the same accompanying difficulty in breathing as described for the Dust Cloud.
Despite the fact that they have no glow to harness Glare penalties, butterflies or moths, gnats or flies or any other similar insects may be used in a similar manner to Obfuscate vision whether by Cloud of Veil. The Cloud aspect of this usage carries the same accompanying difficulty in breathing as described for the Dust Cloud.
The Cloud of Dancing Embers is available only to the Druid trades and Witches, and may be drawn from any common campfire, forge fire, domestic hearth-fire or even common torch, and inflicts a wound of 1/10th (magickal damage) in POT on everyone within its bounds (provided it is deployed as a Cloud) by accumulated burning at the end of every MT (6 CS’s). The amount of damage inflicted at any one time (NOT cumulatively) indicates the temperatures objects and substances are exposed to, according to the conversion table in The GM’s Toolbox, causing them to flash-over and burn when those thresholds are crossed (as applicable).
This dweomer also allows a “Veil of Fire” to be drawn forth from any open flame, even a simple candle or rushlight, but it may NOT be used to create a “Cloud of Fire”, which magick is represented by a distinctly different skill, due to the difference in the manner in which fire acts in large masses, relative to the effects of the other media addressed here. The “Veil of Fire” has the same effect as any other Veil, Obfuscating the vision of any trying see past it, in the same manner described above.
It represents a greater danger to those objects, creatures or beings coming too close to it and especially to those actually coming into contact with it, as it inflicts a wound of up to (magickal damage) in POT at the beginning of every third CS they remain so after they suffer that damage on the first CS of contact.
Due to the intensity of the heat of the Veil of Fire, the heat and even damage actually precede contact with the visible flames, a heat-shimmer visibly rolling forth from it, the damage suffered from being in proximity being reduced from the full (magickal damage) inflicted on contact by 1 point for every foot by which the subject is separated from the Veil. This heat emanates from both sides and the ends equally.
This charm cannot be resisted.