Minor Quest (Wizard Spell)

This spell compels up to 12 levels or Hit Dice of demihuman or humanoid creatures (or up to 6 levels or Hit Dice of monstrous creatures) within the area of effect to embark on some errand or mission specified by the caster. The lowest-level creatures in the area of effect are affected first. The caster must be able to ver­bally communicate with the creatures for the spell to work. This spell cannot compel creatures to under­take nonsensical or foolhardy missions on the caster's behalf, so the caster must be careful to phrase the minor quest in such a way that the subjects believe they are acting in their own behalf. For example, she might suggest that they return to town for supplies, break out their rations and enjoy a long, leisurely lunch, or head off on the trail of an enemy who “just passed this way.” The intended subjects receive a saving throw vs. spell to resist the spell; this is automat­ically successful if the caster's mission poses a direct threat to their safety or well-being.
The minor quest spell lasts 6 hours or until the affected creatures complete their task. There is a 20% chance, plus 1% per level of caster, that the quested being or beings forget their encounter with the caster after the spell has ended.
The material component is a small tin cup.
Notes: Restricted to witches; common.
Category:Wizard Spells
Category:Spells from Wizard's Spell Compendium
Category:Spells