Fumble
(Enchantment/Charm)
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Effect: When a fumble spell is cast, the M-U causes the recipient of the magic to suddenly become clumsy and awkward.
Running creatures will trip
and fall, those reaching for an item will fumble and drop it,
those employing weapons
will likewise awkwardly drop them.
Recovery from a fall or
of a fumbled object will typically require the whole of the next melee
round.
Note that breakable items
might suffer damage when dropped.
Saving Throw: If the
victim makes his or her saving throw,
the fumble will simply make
him or her effectively operate at one-half normal efficiency (cf. slow
spell).
MC: A dab of solidified
milk fat.
WSG: If this spell
is cast upon a character or creature in a
precarious position and
the target fails its saving throw, it will
stumble and fall from that
position unless it makes a successful
Climbing
Check at a -20% modifier to its Climbing Rating, or a
successful Dexterity Check
with a +4 modifier to the die roll
(whichever applies). The
effect of the spell can be averted if the
target remains motionless
until the spell duration expires. In most
cases, a target that fails
its saving throw will not know that it has
been affected by the spell,
so the decision to remain motionless
must be made independent
of any knowledge of the peril that
such movement would cause.
For example, if a character is
perched on a cliff ledge
and intends to remain in that spot for several
minutes until a companion
ascends or descends to the same
location, a fumble spell
will not cause him to lose his grip and fall.
But if he attempts to find
a new handhold or foothold, grab for a
rope, or perform any other
deliberate motion, he must make a
successful Climbing Check
(with the modifier given above) or slip
and fall.