Spirit Quest
- SchoolDivination
- SphereDivination
- ComponentsV, S, M
- RangeTouch
- AreaOne being
- Casting time24 hours
- DurationSpecial
- SaveNone
This spell combines the strictures of a quest spell (as the 5th-level priest spell) with a series of visions that appear to the spell recipient in his or her dreams or feverish hallucinations. Unlike a quest spell, a spirit quest may only be cast upon a willing recipient and the spellcasting shaman cannot specify the nature of the quest or the requirements of the task in any fashion. Instead, the totem spirit of the beast cult communicates the spirit quest to the spell recipient through an ongoing series of cryptic dreams and mystifying visions. The spell recipient must interpret the visions and attempt to complete the quest. If the visions indicate that certain companions are allowed to join the quester on his or her spirit quest, then they (and only they) can participate without afflicting the spell recipient with the penalties of a standard quest spell.
If the spell recipient admits failure and gives up the spirit quest at any time, the effects of the spell end immediately and the carried token (described below) crumbles into dust. The quester suffers no further effects, except a loss of scarus in the tribe. However, if a quester succeeds, she or he becomes a legend among the children of Uthgar and receives a permanent, unique power granted by his or her tribe's totem spirit. (This unique ability must be designed by the OM and should be commensurate for the difficulty and importance of the spirit quest performed. In addition, the successful completion of a spirit quest should be marked by the granting of a large experience point reward.)
No being may attempt a spirit quest more than once per lifetime, regardless of the success or failure of a previous attempt.
The spell requires that the quester carry a small token of his or her beast totem, such as a bear claw or raven feather. If the token is lost for any reason before the spirit quest is completed, the visions cease immediately, although the requirements of the quest aspect of the spell remain in force.
The visions resume if and when the token is recovered.
The material component of this spell is the priest's holy symbol (the shaman's sacred bundle) and a bundle of potent herbs and incense that is burned while the spell is cast.
Notes: Granted by the barbarian demipower Uthgar of the Forgotten Realms setting.
Sources: Powers & Pantheons · Priest's Spell Compendium