Enchantment/Charm [confusion, mind-affecting]
Level Magic-user 4
Components V, S, M
Casting Time 4 segments
Range 10-ft. per caster level
Area of Effect One creature
Duration 1 round per caster level
Save Wisdom save vs. Spell (save for partial effect)
This spell causes the target creature to become clumsy.
The target of the spell must make a Wisdom save vs. Spell or become clumsy (see below) for the duration of the spell. A creature that makes it's saving throw becomes slowed for the duration of the spell.
Clumsy. A clumsy creature gains no benefit for positive Dexterity modifiers. A creature with the clumsy condition cannot hold objects (dropping them immediately). The creature cannot move more than 5-ft. per round without falling prone. The creature can operate simple mechanisms (like a door) as a complex activity. While a clumsy creature can retrieve an item from a pouch or backpack (as a complex activity), the item will be dropped immediately (possibly damaging the object). Spells with somatic or material components will fail during casting. A climbing creature will fall. A clumsy creature (using wings to fly) in flight must land immediately (completing its remaining movement) and cannot fly again until the effect ends. Non-native swimmers cannot swim (sinking or floating depending on density). Native swimmers can swim at normal speed. A clumsy creature can otherwise engage in melee using natural weapons but is treated as if having the immobile condition.
Material Components. A dab of solidified milk fat which is consumed in the casting of the spell. Cost/Scarcity. Free/Common.
Known Substitutions. None.