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<blockquote data-quote="Shade" data-source="post: 1411444" data-attributes="member: 287"><p>Krish, I'll go with CR 6. BOZ was kind enough to pass along the Fumble spell for us:</p><p></p><p>Fumble </p><p>(Enchantment/Charm)</p><p></p><p>Range: 10 yds./level Components: V, S, M</p><p>Duration: 1 rd./level Casting Time: 4</p><p>Area of Effect: 30-ft. cube Saving Throw: Special</p><p></p><p>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 picking 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 (see the 3rd-level spell).</p><p>The material component of this spell is a dab of solidified milk fat.</p><p> </p><p>So how does this look?</p><p> </p><p><strong><em>Fumble</em> (Sp):</strong> Once per day, a bane minion can create a 30-foot cube in which all creatures suddenly become clumsy and awkward. This cube lasts for 8 rounds. Creatures in the area must make a DC 16 Will save each round. Success means that the creature is unaffected that round, but a new save must be made again in the next round unless it leaves the area. Affected creatures who take a double move or are charging fall prone. Creatures drop all held items, and cannot pick up objects. Alternatively, the spell can be cast at an individual creature. The creature must make a DC 16 Will save or be affected for the spell's entire duration (8 rounds); success means the creature is <em>slowed</em> (as the spell) for 8 rounds. This is a mind-affecting, enchantment effect. Caster level 8th. The save DC is Charisma-based.</p></blockquote><p></p>
[QUOTE="Shade, post: 1411444, member: 287"] Krish, I'll go with CR 6. BOZ was kind enough to pass along the Fumble spell for us: Fumble (Enchantment/Charm) Range: 10 yds./level Components: V, S, M Duration: 1 rd./level Casting Time: 4 Area of Effect: 30-ft. cube Saving Throw: Special 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 picking 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 (see the 3rd-level spell). The material component of this spell is a dab of solidified milk fat. So how does this look? [b][i]Fumble[/i] (Sp):[/b] Once per day, a bane minion can create a 30-foot cube in which all creatures suddenly become clumsy and awkward. This cube lasts for 8 rounds. Creatures in the area must make a DC 16 Will save each round. Success means that the creature is unaffected that round, but a new save must be made again in the next round unless it leaves the area. Affected creatures who take a double move or are charging fall prone. Creatures drop all held items, and cannot pick up objects. Alternatively, the spell can be cast at an individual creature. The creature must make a DC 16 Will save or be affected for the spell's entire duration (8 rounds); success means the creature is [i]slowed[/i] (as the spell) for 8 rounds. This is a mind-affecting, enchantment effect. Caster level 8th. The save DC is Charisma-based. [/QUOTE]
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