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Enchantment

Errand

Lays a task on someone and does not let go of it

Available Levels
8

Errand binds a creature to a task until the work is done. The creature keeps its judgement and chooses how to proceed: it may lie, hire help or take the long road. It simply cannot abandon the task.

The caster speaks the task aloud, and the creature makes a Will Save. On a failure, the charge takes hold. The task is also the condition that releases it.

The Task

As with Curse, a heavier task strengthens the spell.

The task Spell DC
Plain work: carry this, collect that, bring him to me no bonus
Moderately elegant: real difficulty, genuine risk and a clear path +5
Elegant: a demand that takes months and changes whoever answers it +15

The task must have a real path to completion. Otherwise, the spell fails.

Abandoning the Work

The spell does not control the creature from moment to moment. Instead, each day without genuine effort toward the task reduces every Save and the creature's Intelligence, Wisdom and Charisma by 10%, cumulative to a maximum of 50%. Returning to the work removes 10% of the penalty each day.

The spell measures effort, not progress. A creature physically prevented from working suffers no penalty. A creature free to work but choosing not to does.

Ending the Spell

The charge lifts as soon as the task is complete, wherever the caster is. Dispel Magic can end it early with the ordinary caster level check. The caster's death does not end Errand.

Links from this spell

Referenced by