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Geas/Quest

School: Enchantment
Subschool: Compulsion
Descriptor: Language-Development, Mind-Affecting
Level: Bard 6, Cleric 6, Sorcerer/Wizard 6
Components: Verbal
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft. per 2 levels)
Target: One living creature
Duration: One day per level or until discharged (D)
Saving Throw: None
Spell Resistance: Yes
This places a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by the caster. The creature must be able to understand the caster. While a Geas/Quest can not compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity. The commanded creature must follow the given instructions until the command is completed, no matter how long it takes.

If the instructions involve some open-ended task that the recipient can not complete through their own actions (such as 'Wait here' or 'Defend this area against attack'), the spell remains in effect for a maximum of one day per caster level. A clever recipient can subvert some instructions: for example, if you order the recipient to protect you from harm, it might place you in a nice, safe dungeon for the duration of the spell.

If the subject is prevented from obeying the Geas/Quest for 24 hours, it takes 3D6 points of damage each day it does not attempt to follow the command. Additionally, each day it must make a Fortitude saving throw or become sickened. these effects end 24 hours after the creature attempts to resume the Geas/Quest.

A Remove Curse spell ends a Geas/Quest spell only if its caster level is at least two higher than the caster's level. Break Enchantment does not end a Geas/Quest, but Limited Wish, Miracle and Wish do.

Bards, sorcerers and wizards usually refer to this spell as Geas, while clerics call the same spell Quest.

Based on the spell in the Player's Handbook 3.5 Page 234