Fumble
(Enchantment/Charm)

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L^: mu4 (+)
-
R#: (1")*
-
D^: 1r*
C^: v.s.m
-
CT: 4
-
S^: 1/2
A^: 1 creature
-
-
-
-

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.