Item: Camp Shroud (Major)
Knights make use of this magically treated powder to help hide their camps while traveling through the Gravelands or other dangerous regions. When you toss the powder into a campfire or other sizable fire, the fire produces a thin mist that enshrouds everything in a 30-foot emanation from the fire. The mist creates protective illusions that remain for up to 12 hours and make it difficult to spot the area from afar. You can end the effect earlier by putting out the fire. Light and smoke produced in the area aren't visible from outside the area. The illusions don't prevent sound from traveling nor prevent the area or its inhabitants from being seen.
A creature outside the area that uses the Seek action or Search activity to examine the area or look for smoke and light coming from that direction can attempt a DC 35 Perception check to disbelieve the illusion.
Trait Effects
Consumable: An item with this trait can be used only once. Unless stated otherwise, it’s destroyed after activation. Consumable items include alchemical items and magical consumables such as scrolls and talismans. A character can Craft consumable items in batches of four.
Illusion: Effects and magic items with this trait involve false sensory stimuli. Magic with the illusion trait creates false sensory stimuli. Sometimes illusions allow creatures a chance to disbelieve the spell, which lets the creature ignore the spell if it succeeds at doing so. This usually happens when a creature Seeks, Interacts, or otherwise spends actions to engage with the illusion, comparing the result of its Perception check (or another check or save the GM chooses) to the caster's spell DC. Mental illusions typically provide rules in the spell's description for disbelieving the effect (usually via a Will save). If a creature engages with an illusion in a way that would prove it's not what it seems, the creature might know that an illusion is present, but it still can't ignore the illusion without successfully disbelieving it. Disbelieving a visual illusion makes it and those things it blocks seem hazy and indistinct, which might block vision enough to leave the other side concealed.
Magical: Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.
Related Items
| Name | Level | Rarity |
|---|---|---|
| Camp Shroud (Greater) | 13 | Uncommon |
| Gossamer Sash | 11 | Rare |
| Camp Shroud (Moderate) | 10 | Uncommon |
| Dust of Disappearance | 9 | Uncommon |
| Camp Shroud (Lesser) | 7 | Uncommon |
| Camp Shroud (Minor) | 4 | Uncommon |
| Parchment of Secrets | 3 | Uncommon |
| Illusory Program | 1 | Uncommon |
| Alloy Orb (High-Grade) | 16 | Common |
| Bloodstone Doll (Major) | 16 | Rare |
| Dust of Corpse Animation (Greater) | 16 | Uncommon |
| Gift of the Poisoned Heart | 16 | Rare |
| Penultimate Heartbeat | 16 | Common |
| Phasing Trine | 16 | Common |
| Skitter Knot (Major) | 16 | Rare |
| Bargainer's Instrument | 15 | Rare |
| Black Ash (Major) | 15 | Rare |
| Bonmuan Swapping Stone (Greater) | 17 | Uncommon |
| Defiled Costa (Greater) | 17 | Rare |
| Demon Bone Tiles (Seraptis) | 15 | Rare |