Difference between revisions of "Quest (spell)"
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| name = Quest | | name = Quest | ||
| range = 60 ft. | | range = 60 ft. | ||
− | | duration = until fulfilled; | + | | duration = until fulfilled; 1-4 days per caster's level |
| area of effect = 1 creature | | area of effect = 1 creature | ||
| casting time = 30 rounds | | casting time = 30 rounds | ||
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== Legitimacy == | == Legitimacy == | ||
− | The purpose of the quest must be worded in the casting of the spell, | + | 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 == | ||
+ | All those commanded are, as a group, permitted a saving throw against magic. A single individual is chosen to roll the die | ||
− | + | WORKING... | |
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. | 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. | ||
There is no limit upon the number of creatures that can be affected through repeated use of the spell. | There is no limit upon the number of creatures that can be affected through repeated use of the spell. | ||
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The quest is a spell by means of which the cleric | The quest is a spell by means of which the cleric |
Revision as of 02:30, 13 September 2020
Range | 60 ft. |
Duration | until fulfilled; 1-4 days per caster's level |
Area of Effect | 1 creature |
Casting Time | 30 rounds |
Saving Throw | negates; see below |
Level | 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.
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
All those commanded are, as a group, permitted a saving throw against magic. A single individual is chosen to roll the die
WORKING...
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.
There is no limit upon the number of creatures that can be affected through repeated use of the spell.
The quest is a spell by means of which the cleric requires the affected creature to perform a service and return to the cleric 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.