the doctor


The Doctor gently touches the arm of an ally, mending their body and spirit. They lean down to examine the dead, discovering what caused their cruel fate. They sense the departed, and speak with lost souls.

The Doctor is a good choice for people who want to be the party’s healer, or someone who plays with the forces of life and death. 

unique ability paths

Each role in Quest has a number of unique learning paths that offer a collection of similar abilities. As you grow in each path, the things you can do become more powerful.

first aid

The Doctor's scientific approach to understanding the body grants them both practical and magical means of healing.

arcane pathology

By applying their medical insight, Doctors can learn the causes and time of death, and expose weaknesses in living things.



The Doctor can tap the basic systems of embodied beings to manipulate them, from changing perception of color, to bestowing comfort. 


The Doctor can harness the ability of living beings to grow and change, from altering their appearance, to imbuing them with beneficial mutations like hardened skin.



The Doctor can reach beyond the grave to study and communicate with the dead.

legendary mage

At the peak of their ability, Doctors can play god by giving life and taking it away. They can even prematurely advance the evolutionary paths of living things.


example spells


compel truth

You look into the eyes of a creature nearby and grip their mind. On a success, the creature is compelled to tell the truth, and also not to evade your questions. If the creature attempts to fight the spell to tell a lie, they are racked with visible pain.


You manipulate a creature’s perception of various colors. For instance, you may make a target creature see red as green. Or, you combine multiple colors, perhaps making the target see yellow and green as blue. You can also cause the target to see oversaturated colors, undersaturated colors, or give them monochromatic vision. You can choose any number of changes and combinations as long as they do not overlap.



For the next minute, you are capable of sensing whether any sentient creatures died within range of your location in the past year. You can sense the location where any creatures died, as well as the general nature of their death, detecting if it was from an accident, natural causes, or foul play. The spell also allows you to detect whether any remnants of the dead (ghostlike creatures) are nearby, but it does not give you their positions.

examine the dead

You evaluate a corpse within range. The corpse must be intact enough for you to look at it (it cannot be completely obliterated.) After a minute of inspection, you are able to determine the creature’s exact cause of death. On a success, you are also able to determine the time and date of its death.



You touch a living creature, reshaping their facial appearance. You may repair damage, or cause a gruesome transformation. Any change in appearance is cosmetic in nature. The transformation is permanent and can only be reversed with the Restoration spell, or by casting Reshape again.

calming touch

You touch a target creature that is not hostile toward you, alleviating it of any anxiety or discomfort for the next hour. The creature feels taken care of by you and you earn its trust. The spell has the effect of a moderate psychoactive drug on the creature’s body. If you cast the spell more than 3 times on the same creature, it will develop a dependency on it, obsessively and aggressively seeking out the effect.



You entwine the life force of a target creature with that of another target organic creature within range. For the duration, you may choose one of the following effects:

Two-way link: When either of the linked creatures is dealt damage, the damage is also dealt to the other creature. 

One-way link: Choose one of the linked creatures. Any time damage is dealt to this creature, it is also dealt to the other linked creature.

Leyline: When either of the linked creatures is healed, the other creature receives the same amount of healing.

the bitter gift

You accelerate the evolution of a target animal within range to the point where it gains the capacity for self-awareness. It is thrown into the world with competency in one language that you understand, and vague awareness of its past life including a few specific memories of significant moments. It is possible that the creature’s physical features and capabilities might change in a way you do not expect. The creature knows you gave it life, but you do not know how it will react to this information. You may communicate with it, but it acts independently of you.

reinstate the dead

You touch a living creature, or a creature that has been dead for no more than one minute. You transfer the consciousness of a nearby spirit creature into the body you are touching.

Living host. On a success, the spirit’s consciousness becomes a passenger in the host’s body. The spirit consciousness cannot control the body, but it can experience its senses and converse with the host telepathically. On a mistake, the spirit’s consciousness destroys the host’s consciousness and takes over its body.

Dead host. If you transfer the spirit to the dead creature, it replaces the host’s consciousness completely, and can control its body. Upon the transfer, the dead creature is reanimated. On a mistake, the body is reanimated, but it is paralyzed and must be healed by the Restoration spell to regain its functions.

On a failure, for either a living or dead host, the spirit is destroyed.