A Veil is a magic SpellErf-b1-p064 cast by a Foolamancer to hide Units or citiesErf-b1-p107. The Unit is given the appearance of something else; in the case of trying to hide, something innocuous is usually best. (Ie. A city may appear to be a forest.) It is not possible to make something completely invisible: the size of the veil is proportional to the size of the original unitErf-b1-p115: it is easier to veil a human than a dwagon.
Limitations of the Spell:
- In order to be able to Veil units Foolamancer must be in the stack that is being veiled.Erf-b1-p064
- The spell cannot be cast on the enemy's Turn, like all spells.Erf-b1-p064
- Foolamancer must not be linked with other casters.Erf-b1-p064
- When veiling cities, only one city can be veiled at a time.Erf-b1-p107 (This is likely due to the requirement that the Foolamancer be in the city to be veiled.)
Enemy Warlords may be able to pierce a Veil if they are present in the same hex and observing the Veiled Units, but they must notice something odd about the Units.Erf-b1-p115 The more Units that are in a veiled stack and the more enemy warlords are in the hex the higher are chances of blowing the veil.Erf-b1-p107
Some veils are more difficult than others; hiding in trees is easier than hiding in the open air, with the sun making shadows. Maintaining a veil over a long period can take more juice.
Spotting units get one spot check during the veiled units' turn, and a new spot check at the beginning of their own turn.
Practitioners of Foolamancy (Foolamancers and Archons) can see through other units' veils.
Scouts have a better than average chance to spot veiled troops; this chance increases with level.
It is not clear whether regular Units have less chances to blow a Veil or whether they can blow a Veil at all.