Fumble

When a fumble spell is cast, the wizard creates an area in which all creatures suddenly become clumsy and awkward. Running creatures trip and fall, those reaching for an item drop it, those employing weapons likewise awkwardly drop them, etc.

Recovery from a fall or to pick up a fumbled object typically requires a successful saving throw and takes one round. Note that breakable items might suffer damage when dropped. A subject succeeding with his saving throw can act freely that round, but if he is in the area at the beginning of the next round, another saving throw is required.

Alternatively, the spell can be cast at an individual creature. Failure to save means the creature is affected for the spell's entire duration; success means the creature is slowed.

Commentary

This spell can cause a lot of grief to opponents in precarious positions. Fumble cast on a character clinging to the side of a cliff might cause him to fall. If cast on a character moving hand over hand across a rope bridge, the character might lose his grip and fall. If such a character fails his saving throw, he plunges from the cliff or releases the rope. If he succeeds in his saving throw, he hesitates, but doesn't fall.

[Player's Handbook]
[Complete Wizard's Handbook]
School: Enchantment/Charm
Level: 4
Rarity: Common
Range: 10 yards/level
Components: V, S, M
Duration: 1 round/level
Casting Time: 4
Area of Effect: 30-foot cube
Saving Throw: Special
Material Components: a dab of solidified milk fat (consumed)

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