Quest (spell)
Quest is a command spell that places a magical compulsion upon the recipients, requiring them to fulfil a specific and often challenging task set by the caster. The task generally involves significant effort and may include extensive travel, overcoming numerous obstacles, or confronting dangers. Typical objectives of a quest include retrieving an object of great value or power, discovering or reaching a particular place, or bringing about the defeat or destruction of an individual or group. The caster employs this spell when they wish to accomplish a goal without directly involving themselves in the associated effort or risk.
| 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) |
The spell qualifies as a charm. While the spell is active, the recipient feels an overriding sense of obligation to complete the assigned task and will act in accordance with this compulsion. During this time, they are at ease with the requirements of the spell and are unlikely to question or resist the commands given to them. However, once the spell's effects end, the recipient will become aware that they were enchanted and may develop feelings of anger, betrayal, or resentment towards the caster, depending on the nature of the quest and its impact on them.
Legitimacy
The purpose of the quest must be clearly stated when the spell is cast, and it must be authentic and valid based on the caster's perspective. The caster cannot fabricate a task solely to mislead the recipients; they must genuinely believe the quest assigns a real purpose or objective. This legitimacy must also conform to the caster's own understanding, even if the task itself is based on incomplete information, speculation or misjudgment. The spell must not deceive or mislead the recipients into pursuing a false or meaningless objective with no actual basis.
It's not required that the recipients be actually capable of completing the task as the spell does not account for their individual skills, knowledge or preparedness. The focus is solely on the existence of a real and defined objective that the caster believes to be achievable whether or not the recipients possess the means to succeed. Sufficient details or context during the casting of the spell must provide the recipients with a place to start, indicating that it is plausible to obtain or locate the thing quested after.
Saving Throw
The caster designates the individuals affected by the spell. These individuals, as a group, receive a single saving throw against magic. The individual within the group with the best possible saving throw makes the roll on behalf of the entire group. If the roll fails, all designated individuals are bound together to undertake the quest. If the roll succeeds, all individuals are released from the spell and act normally. The spell does not affect any individual more than once within a single month.
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.

