Quest (spell)
Range | 60 ft. |
Duration | until fulfilled; see below |
Area of Effect | 1 creature |
Casting Time | 3 rounds |
Saving Throw | negates |
Level | cleric (5th) |
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.
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.
WORKING... 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.