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