Quest
(Enchantment/Charm)


Level: c5, sh7
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Range: 6"
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Duration: Until fulfilled
Components: v.s.m
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CT: 8
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Save: Neg.
Area: One creature
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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