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Contact Other Plane

Divination
Level: 5th-level
Casting Time: 1 minute
Range: Self
Duration: 1 minute
Components: V

You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting 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 ask the entity up to five questions. You must ask your questions before the spell ends. The DM 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 DM might instead offer a short phrase as an answer.

Ritual

Spell Details

School: Divination
Level: 5
Ritual: Yes
Concentration: No
Classes: Ritual Caster, Warlock, Wizard
B-Tier Powerful information-gathering tool outside combat with significant risk, but limited tactical applications in immediate encounters.

Player Guide

Use Contact Other Plane for campaign-critical intelligence gathering during downtime, not in active combat situations. The spell's 10-minute casting time and risk of indefinite madness make it a strategic planning tool rather than tactical combat spell. Coordinate with your party beforehand on what information is most crucial, as you'll be vulnerable and incapacitated during and immediately after casting. Consider casting it in a secure location with allies standing guard, and have a cleric or similar caster ready to remove madness if needed.

DM Tips

Contact Other Plane should yield genuine, useful information proportional to the question's scope—don't make the casting feel wasted. Use the madness mechanics as narrative consequences rather than campaign-enders; consider partial madness or temporary effects for failed saves to maintain tension without derailing play.