Originally Posted by
WindStruck
Curse of Clumsiness
4th-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a shard of a broken mirror)
Duration: Concentration, up to 1 minute
The target creature must succeed on a Wisdom saving throw. If it fails, all its motor functions are essentially reversed. Attempting to move the right hand moves the left hand, and intending to move a limb one direction makes it move the other. The creature can immediately tell something is wrong; it does not automatically do the opposite of what it intended to do, but all its physical actions are therefore hampered.
This spell can affect any creature with a form of spatial sense - even mindless creatures. However, a mindless creature gets advantage on the wisdom saving throw, and creatures that are immune to mind-affecting abilities are still immune regardless.
The target has disadvantage on all physical activities, including attack rolls, dexterity saves, and skill checks. Additionally, all attacks on the target have advantage. The target may only move at half speed and cannot charge, nor take the withdraw action. If the target attempts to cast a spell with a Somatic component, there is a 30% chance the spell fails and is wasted.
Additionally, whenever the target moves more than 10 feet in one round, it must make a Dexterity saving throw or fall prone. Where they fall is to be determined randomly along their projected path.
Also, whenever the target rolls a 1 on an attack roll to hit with a weapon, they must make a Dexterity saving throw or accidentally injure themselves for their weapon's damage instead.
Finally, even after the spell ends - naturally or not - the target suffers these ill effects for one more round as they get re-readjusted to the proper use of their body again.
At Higher Levels
When you cast this spell using a spell slot of 5th level or higher, each spell level above 4th allows you to attempt to curse one additional target.