Cleric 5
Range. 6”
Duration. Until fulfilled
Area of Effect. One creature
Enchantment/Charm
Components. V, S, M
Casting Time. 8s
Saving Throw. Neg.
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 object, 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 for 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.)
The material component of this spell is the cleric's religious symbol.
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 same 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 save at -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.