Haze appears as the lightest of fogs, only slightly blurring the area around it. The icey ground below it has formed strange shapes and their seems to be an underlying pattern to the frost.
Haze is an extremely rare phenomenon in arctic climes where the ice crystals upon the ground, through sheer chance or the influence of strong minds, arrange themselves into a mind-like matrix of great beauty. The power that is generated causes a weak telekinetic field that freezes the moisture in the area into the finest of ice crystals alike to those upon the ground. These crystals resonate with nearby creature's minds, particularly though with innate psionic abilities, freezing not just their bodies, but also numbing their thoughts. Those within hear whispers and eerie noises as the thoughts of those nearby are carried across the crystals. In fact, there is a 5% chance each round that those within the Haze have their thoughts broadcast to the others caught within as the Read Thoughts power. The haze normally rises some twenty feet above the ground.
Creatures who begin their turn within the haze must make a Will save (DC 10 + 1 per round of continuous contact, mind-affecting) or take 1d2 Intelligence damage and become "hazed" for 1d6 rounds. A creature who is hazed can not gain psionic focus or make Autohypnosis checks. After every 1d6 rounds they must make another save or lose another 1d2 Intelligence damage and become "hazed". Manifesting powers within the haze requires a Concentration check (DC 20 + power level).
Sighted creatures notice Haze and need not make any check to notice it. However, recognizing that the haze poses a threat requires a DC 25 Survival or Knowledge (psionic) check.
Despite what one would think, Malasyneps (Frostburn, p. 142) are often found within areas of Haze, having adapted to its effects or having generated the haze itself. They particularly enjoy the helplessness of the mindless beings so that they might feast on their comatose forms.