Clownish CurseSpell 4
Source Pathfinder #152: Legacy of the Lost God
Traditions Arcane, Occult
Cast (somatic, verbal)
Range touch
Target 1 creature
Duration varies
Saving Throw Will
You afflict the target with a curse that causes it to emit ridiculous noises as it moves. Furthermore, the target's hands and feet become awkward and uncoordinated, as though it were wearing oversized gloves and shoes.
Critical Success The target is unaffected.
Success For 1 round, the target must roll twice and use the worse result whenever attempting an Acrobatics, Stealth, or Thievery check. If the target rolls a failure at an Acrobatics, Stealth, or Thievery check, it gets a critical failure instead.
Failure As success, but the effect is 1 hour.
Critical Failure As success, except the effect is permanent.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
EnchantmentEffects and magic items with this trait are associated with the enchantment school of magic, typically involving mind control, emotion alteration, and other mental effects.
AttackAn ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
CurseA curse is an effect that places some long-term affliction on a creature. Curses are always magical and are typically the result of a spell or trap. Effects with this trait can be removed only by effects that specifically target curses.
MentalA mental effect can alter the target's mind. It has no effect on an object or a mindless creature.
MisfortuneA misfortune effect detrimentally alters how you roll your dice. You can never have more than one misfortune effect alter a single roll. If multiple misfortune effects would apply, the GM decides which is worse and applies it. If a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally.