Casting Time 1 standard action
Components V, S, M (a small bit of solidified milk fat)
A fumble spell causes the subject to become clumsy, taking a –4 penalty to Dexterity. Further, in any round the subject moves (including taking a 5-foot step), he must succeed on a Reflex save or fall prone. This save is repeated each time the subject attempts to move. The subject can move at one-half normal speed with a DC 10 Acrobatics check. Failure means it can’t move that round (and must make a Reflex save or fall), while failure by 5 or more means it falls.
An affected creature likewise has trouble holding on to weapons, shields, and so on. Any object the subject is holding when this spell takes effect is dropped. A Reflex save must be made each round that the creature attempts to pick an object up or use an object in its hands.
Section 15: Copyright Notice
Book of Lost Spells – Copyright 2015, Frog God Games, LLC