Contact Other Plane
Contact Other Plane
5th-rank - Wizard Spell: Divination Priest Spell: Cosmos
You mentally contact a powerful extraplanar creature. You can either cast your consciousness into a plane and make contact with a random creature, or attempt to contact a specific creature. In order to establish contact with a specific creature, you must have met the creature before or know its true name. Whether speaking with a random planar inhabitant or a creature you contacted specifically, the target is not under any obligation to help you and may be annoyed at being bothered.
Attempting to comprehend this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 Psychic Damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A greater restoration spell cast on you ends this effect.
On a successful save, you can speak with the entity telepathically for up to one minute -- enough time to deliver a succinct message, have a short conversation, or ask the entity up to five questions that can be answered with a yes or no.
You must ask your questions before the spell ends. The GM answers each question with one word, such as "yes," "no," "maybe," "never," "irrelevant," or "unclear" (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the GM might instead offer a short phrase as an answer.
Depending on the disposition of the creature contacted, and its power, conversing with it can have additional dangers not described here. These dangers are at the discretion of the GM.
For the duration, your eyes are filled with a white mist. Observers will not notice unless closely watching the eyes.
At higher ranks: If you cast this spell as a spell of rank 8, its casting time becomes 10 minutes and its duration becomes concentration, up to 1 hour -- long enough to have an in-depth conversation or conduct a negotiation. When you do, the saving throw is DC 20.
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