Quest

Quest was an enchantment spell that commanded a subject to undertake a task and return with proof the task had been completed.

Effects
This divine version of the old geas spell could be used to coerce a creature to perform a significant task but unwilling subjects had a chance to resist,  especially if the quest was unjust or undeserved. If the subject agreed to the quest, even under duress or through deception, this spell was irresistible. Members of the same religion as the caster were also powerless to resist a quest, and creatures of the same alignment as the caster were much more likely to succumb.

Under the burden of this spell, any procrastination or perversion of the quest's instructions resulted in a daily reduction in luck such that it became more and more difficult to avoid harm, sickness, and disease (not to mention breath weapons and petrification). This bad luck accumulated until the subject earnestly pursued the quest and persisted until the quest was completed.

The caster could dismiss the quest at any time, or temporarily suspend the quest if the circumstances warranted. Otherwise, the onus of this enchantment could not be removed except by another priest of the same religion, a higher level priest of any religion, or direct intervention by a deity. Some artifacts or relics may have been exceptions to this rule.

Components
In addition to verbal and somatic components, this spell required the use of the caster's holy symbol.