Difference between revisions of "Quest (spell)"

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[[File:Quest.jpg|right|490px]]
 
{{Spelltable
 
{{Spelltable
 
| name = Quest
 
| name = Quest
 
| range = 60 ft.
 
| range = 60 ft.
| duration = until fulfilled; see below
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| duration = until fulfilled; 1-4 days<br> per caster's level
| area of effect = 1 creature
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| area of effect = 1 creature per level
 
| casting time = 30 rounds
 
| casting time = 30 rounds
 
| save = negates; see below
 
| save = negates; see below
| level = [[Cleric 5th Level Spells|cleric (5th)]]
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| level = [[Bard 5th Level Spells|bard (5th)]]; [[Cleric 5th Level Spells|cleric (5th)]]
 
}}
 
}}
  
 
'''Quest''' is a command spell that requires the fulfilment of a long and arduous search for something of importance to the caster.  This often requires great exertion, in which many obstacles must be overcome, involving much travel.  Commonly, some object of enormous power or value is sought, but the quest may be to identify a place or bring about the destruction of an enemy.  It is assumed the caster chooses to use the spell because it is preferable to acting oneself.
 
'''Quest''' is a command spell that requires the fulfilment of a long and arduous search for something of importance to the caster.  This often requires great exertion, in which many obstacles must be overcome, involving much travel.  Commonly, some object of enormous power or value is sought, but the quest may be to identify a place or bring about the destruction of an enemy.  It is assumed the caster chooses to use the spell because it is preferable to acting oneself.
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The spell meets the definition of a [[Charm|charm]].  During the time of the charm, the recipients will be at ease with the demands of the spell; but afterwards, they will realize they have been hexed, and may have different feelings about it.
  
 
== Legitimacy ==
 
== Legitimacy ==
The purpose of the quest must be worded in the casting of the spell,  
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The purpose of the quest must be worded in the casting of the spell, with that purpose being authentic and valid.  The caster cannot create an excuse to send recipients upon a "wild goose chase," but must have legitimate reason — within the caster's thoughts — for believing the quest is real.  It '''need not be true''' that the recipients being sent '''are capable''' of performing the task, only that there is a task and that those being sent will have probable cause to believe they are in pursuit of something genuine.
 
 
  
Requires a creature failing to save to perform a service and return to the cleric with proof that the deed was accomplish, or else suffer the consequences.
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== Saving Throw ==
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The caster designates those individuals the spell will affect.  All those commanded then, as a group, are permitted a saving throw against magic.  A single individual, who has the best possible save, is chosen to roll the die.  All affected will therefore either fail and be bound together upon the quest or be released and free to act normally.  Quest cannot be attempted on any individual more than once per month.
  
The spell will last in effect for 1d4 days per level of the cleric. If the quest is completed within the spell’s term, all will be well and good — but if the quest is not completed within the number of days as determined by the dice, the creature must save or be die. If the save is made, the creature is freed from the quest.
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[[File:Quest.2.jpg|left|350px]]
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Once the spell has failed, the affected creatures will ready themselves within the hour and proceed forthwith. They will be unable to keep themselves from moving towards the object or purpose of the quest for a period of 10 hours a day; but apart from that, they will find time to [[Camp|camp]] and purchase gear and [[Food|food]] in [[Market|markets]] they may pass.
  
There is no limit upon the number of creatures that can be affected through repeated use of the spell.
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== Taking Part ==
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If any of their number are wounded and have less than 50% of that individual's maximum [[Hit Points|hit points]], they may '''[[Rest (healing)|rest]] up to three days''', but at the end of that time they must continue for at least three days before they can rest again; and they may not rest at all if no member has the requisite number of hit points.  They may not rest or pause on their journey for any other reason.  This time of rest is not counted towards the spell's overall duration.
  
WORKING...
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Once the spell has passed, it is not uncommon for those commanded to continue on regardless, though in their own time. In any case, if the quest is completed, the commanded party will feel compelled to inform the caster of the result, either by messenger or personally, and will not feel rested until they are certain the message has reached the caster. It is typical that the spell itself will let the commanded questers know the message was received through a vision that one of their members receives.
  
The quest is a spell by means of which the cleric
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== Bringing the Spell into Play ==
requires the affected creature to perform a service and return to the cleric
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Whatever the need, the spell is contrary to the freedom of those affected and will be viewed by most as abuse. However, the positive benefit of the spell is that it may bring the courage to undertake an adventure, which might be viewed in the aftertime as a reward for service.  Additionally, if it should happen that those commanded come out of the experience wealthier and aware of their accomplishments, it should be realized they may forgive the questor for the casting.  Therefore, when using the spell against the players, or the players using the spell against others, we should take time to consider these elements, so that there is no reason for the recipients to harden their hearts with resentment and seek amends for the transgression.
with proof that the deed was accomplished. The quest can, for example,
 
require the location and return of some important or valuable obiect, the
 
rescue of a notable person, the release of some creature, the capture of a
 
stronghold, the slaying of a person, the delivery of some item, and so
 
forth. If the quest is not properly followed due to disregard, delay, or
 
perversion, the creature affected by the spell loses 1 from its saving throw
 
dice far each day of such action, and this penalty will not be removed until
 
the quest is properly discharged or the cleric cancels it. (There are certain
 
circumstances which will temporarily suspend a quest, and other which
 
will discharge or cancel it; your Dungeon Master will give you appropriate
 
information as he need to know arises.) The material component of this
 
spell is the cleric's religious symbol.
 
  
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Moreover, knowing the capabilities of those being commanded will greatly improve the potential for the quest's success; it is wisest, therefore, not to choose complete strangers, but those who have proved themselves.  A non-player casting the spell against the party would most likely take those same precautions.
  
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By the limits of the spell, it would be legitimate to use the spell to command a recipient to fetch an ale from the tavern bar.  But it should be assumed that behaviour of this type would certainly be worthy of resentment afterwards.
  
[[Category:Lacks Image]]
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[[Category: Bardic Spells]][[Category: Clerical Spells]]

Latest revision as of 21:04, 20 June 2022

Quest.jpg
Quest
Range 60 ft.
Duration until fulfilled; 1-4 days
per caster's level
Area of Effect 1 creature per level
Casting Time 30 rounds
Saving Throw negates; see below
Level bard (5th); cleric (5th)

Quest is a command spell that requires the fulfilment of a long and arduous search for something of importance to the caster. This often requires great exertion, in which many obstacles must be overcome, involving much travel. Commonly, some object of enormous power or value is sought, but the quest may be to identify a place or bring about the destruction of an enemy. It is assumed the caster chooses to use the spell because it is preferable to acting oneself.

The spell meets the definition of a charm. During the time of the charm, the recipients will be at ease with the demands of the spell; but afterwards, they will realize they have been hexed, and may have different feelings about it.

Legitimacy

The purpose of the quest must be worded in the casting of the spell, with that purpose being authentic and valid. The caster cannot create an excuse to send recipients upon a "wild goose chase," but must have legitimate reason — within the caster's thoughts — for believing the quest is real. It need not be true that the recipients being sent are capable of performing the task, only that there is a task and that those being sent will have probable cause to believe they are in pursuit of something genuine.

Saving Throw

The caster designates those individuals the spell will affect. All those commanded then, as a group, are permitted a saving throw against magic. A single individual, who has the best possible save, is chosen to roll the die. All affected will therefore either fail and be bound together upon the quest or be released and free to act normally. Quest cannot be attempted on any individual more than once per month.

Quest.2.jpg

Once the spell has failed, the affected creatures will ready themselves within the hour and proceed forthwith. They will be unable to keep themselves from moving towards the object or purpose of the quest for a period of 10 hours a day; but apart from that, they will find time to camp and purchase gear and food in markets they may pass.

Taking Part

If any of their number are wounded and have less than 50% of that individual's maximum hit points, they may rest up to three days, but at the end of that time they must continue for at least three days before they can rest again; and they may not rest at all if no member has the requisite number of hit points. They may not rest or pause on their journey for any other reason. This time of rest is not counted towards the spell's overall duration.

Once the spell has passed, it is not uncommon for those commanded to continue on regardless, though in their own time. In any case, if the quest is completed, the commanded party will feel compelled to inform the caster of the result, either by messenger or personally, and will not feel rested until they are certain the message has reached the caster. It is typical that the spell itself will let the commanded questers know the message was received through a vision that one of their members receives.

Bringing the Spell into Play

Whatever the need, the spell is contrary to the freedom of those affected and will be viewed by most as abuse. However, the positive benefit of the spell is that it may bring the courage to undertake an adventure, which might be viewed in the aftertime as a reward for service. Additionally, if it should happen that those commanded come out of the experience wealthier and aware of their accomplishments, it should be realized they may forgive the questor for the casting. Therefore, when using the spell against the players, or the players using the spell against others, we should take time to consider these elements, so that there is no reason for the recipients to harden their hearts with resentment and seek amends for the transgression.

Moreover, knowing the capabilities of those being commanded will greatly improve the potential for the quest's success; it is wisest, therefore, not to choose complete strangers, but those who have proved themselves. A non-player casting the spell against the party would most likely take those same precautions.

By the limits of the spell, it would be legitimate to use the spell to command a recipient to fetch an ale from the tavern bar. But it should be assumed that behaviour of this type would certainly be worthy of resentment afterwards.