Geas/Quest

Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]

Level: Bard 6, Charm 6, Cleric 6, Nobility 6, Sorcerer 6, Wizard 6

Components: V

Casting Time: 10 minutes

Range: Close (25 ft. + 5 ft./2 levels)

Target: One living creature

Duration: One day/level or until discharged (D)

Saving Throw: None

Spell Resistance: Yes

A geas or quest 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 you. The creature must be able to understand you. While a geas or quest cannot 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 geased creature must follow the given instructions until the geas or quest is completed, no matter how long it takes.

If the instructions involve some open-ended task that the recipient cannot complete through his 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 all 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 or quest for 24 hours, it takes 3d6 points of damage, repeated each day it does not attempt to follow the geas or quest. 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 or quest.

A remove curse ends a geas or quest only if its caster level is at least two higher than your caster level. It can be ended by a limited wish, miracle, or wish. Dispel magic and break enchantment does not affect a geas or quest.

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

Source: Player’s Handbook (version 3.5), page 234.

Roll20 Macro

Arcane Version

Divine Version