Quest
(Enchantment/Charm)
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Effect: 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 &&
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 save
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 the need
to know arises.)
MC: The cleric's sreligious symbol.
DMG: If the person
quested agrees to a task, even though this agreement might have been gained
by force or trickery,
then any chance of avoiding
the quest (the saving throw) is negated!
Those of the some religion
as the cleric are not able to avoid a just and deserved quest either,
and even those of the same
alignment having to undertake a just and proper quest must have a -4 if
they wish to avoid it.
A quest can be negated by
a cleric of greater level than the one which placed the spell, if the cleric
so doing is of the same religion as the quested creature.
Some artifacts or relics
can probably negate the spell, and any deity can do so, but only directly.
Quest: Although the
DMG states that
there is a ST
against this spell,
if the recipient is the
same alignment or
religious persuasion as
the spellcaster,
and the quest is just or
deserved, there is
no ST (same religion) or
a save
at -4 (same alignment).
Importantly, the
DMG notes that a
character agreeing to a
quest gets no ST even if
the
agreement was obtained through
trickery!
(Imagine #30)
Shukenja: The shukenja
casting this spell upon a creature requires it to perform a specific action
or service and
return with proof. Each
day of purposeful delay results in a loss of 1 from the creature's saving
throw, with this
penalty remaining until
the quest is discharged. A quest may only be removed by the casting cleric,
one of the
same faith of a higher level,
a deity, or by successful completion of the task.
Shukenja.MC: The shukenja's holy symbol.
Quote:
Originally Posted by Vlad
Le Démon
5. What is your quest ?...
<confused>
Thanks for all...[/QUOTE]
I am consumed by no driving
force.
I enjoy each day for what
it brings.
Cheerio,
Gary