Adjudicating Quest Spells
The rules which follow apply to all quest spells. The DM should avoid altering
these rules in order to use quest spells consistently and fairly.
Components: Material components are never needed for a quest spell. All quest spells use
verbal and somatic components. Since this is invariant, components are
therefore not included in the spell descriptions.
Duration: In the spell descriptions, the term "day" is often used. Day means "until the
next dawn" if the spellcaster casts the spell during daylight hours and "until
the next dusk" if he casts the spell during nighttime hours.
Countering Quest Spells: Most quest spells cannot be dispelled. Because of their semidivine origin,
mortal dispel magic spells simply do not affect them. In most cases, only other quest magic will
directly counter quest magic.
This also applies to attempts to counter specific elements of quest spells.
For example, certain quest spells include the effect of a prayer spell in the area of effect of the quest spell. Such a prayer effect cannot be countered by the use of a mortal prayer spell. The quest prayer overrides the ordinary prayer spell.
Saving Throws: Target creatures at whom quest spells are cast are usually allowed no saving
throws. Magical items which would normally protect them against the type of
effect (e.g., a ring of free action against a hold/paralysis effect) allow a
weakened saving throw of 18. Magic resistance functions, but at only one-half
normal. If a quest spell has multiple magical effects, magic resistance checks must
be made for each effect.
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