Conceal. You and your allies can use the Hide and Disengage actions as bonus actions while inside the circle. The mist always provides enough cover for you and your allies to hide.
Dishearten. When an enemy within the circle makes an Intelligence or Wisdom saving throw, it must roll a d4 and subtract the number rolled from the saving throw.
Enfeeble. When an enemy within the circle makes an attack roll, it must roll a d4 and subtract the number rolled from the attack roll.
Impede. The area within the circle is difficult terrain for your enemies, and when an enemy within the circle makes an ability check, it must roll a d4 and subtract the number rolled from the ability check.
Help. The creature gains a +2 bonus to its AC. When the creature fails an attack roll, ability check, or saving throw, you can use your reaction to let it repeat the roll.
Hinder. The creature suffers a -2 penalty to its AC. When the creature takes an action or reaction, you can use your reaction to try to stop it. You and the creature make contested Wisdom checks. If your total is higher, the creature does not take the action or reaction. If the creature's total is higher, it takes the action or reaction and you cease enveloping the creature.