Mandates an individual perform some quest, or suffer a great curse.
Original D&D[]
Debuted in Men & Magic, for the cleric. Anti-clerics can use the spell as well.
- Spell Level 5
- Range 3"
- Duration Until complete
Forces the recipient to perform some task desired by the caster. Any attempt to forestall the task causes the subject to become weak, and ignoring the task completely brings a curse.
AD&D[]
Quest[]
Debuted in the Player's Handbook as a cleric spell.
Level: 5 | School: Enchantment/Charm |
Components: V, S, M (holy symbol) | |
Range: 6" | Casting Time: 8 segments |
Duration: until fulfilled | Saving Throw: Negates |
Target: one creature |
Requires the target to perform some task and return to the caster with proof. The quest may be, for instance, the recovery of an item, the rescue of a person, the release of some creature, the capture of a stronghold, the slaying of some person, the delivery of some item, etc. A creature who disregards or delays in their quest takes a -1 penalty to saving throws for every day of such action, and the penalty lasts until the quest-giver erases it.
DM's Advice: Agreeing to undertake the quest (even if one is tricked or coerced into it) causes the spell to be automatic, without allowing the subject a saving throw. Likewise, a saving throw is not possible if a cleric casts this on someone of the same religion, specifying a just and righteous quest. Someone of the same alignment, when given a just and righteous quest, takes a -4 penalty to the save. A greater-level cleric of the same religion as the target can negate the quest of a low-level cleric, and artifacts, relics, or certain deities may do so as well.