As a new GM, I've had trouble thinking of ways in which Spout Lore failures (6-) can be impactful and, equally important, varied. Thus far I've come up with a few categories for things I've either done or have thought of doing:
Nothing -- They simply get no relevant information on failure. (Seems boring and violates "Think Dangerously" perhaps.)
Distraction/Delay -- Either they don't notice a goblin creeping up on them because of their daydreaming or that gelatinous cube has slowly rounded the corner while they sat in a stupor. (A decent option, I think as it is basically putting them in a spot, but I can't just use this same category for all of my moves in response to this.)
Mystical Snares -- If a magical tome was used to aid this process and the failure still resulted, the book itself might have some ill effect to befall the character. (Reasonable, but very situational.)
False Belief -- The character not only fails to get an answer but remembers something erroneous that they now believe to be true that might be harmful. This I kind of like as it is a chance for players to roleplay something interesting, however it seems to presume some kind of player action, which is probably in violation of a Dungeon World rule. This would be broadly applicable and could mix things up, but I don't know if there is a drawback that would come with bending the agency of the players.
What are appropriate consequences for failure here? And, is #4 a valid option?