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 an Intelligence saving throw, the DC of which is determined by a number of factors. On a failure, you take 6d6 psychic damage, gain a level of madness and can only speak in tongues until you finish a long rest. A greater restoration spell cast on you ends this effect.
On a successful save, you may ask the entity up to five questions. You must ask your questions before the spell ends. The GM answers each question following the criteria based off of your intelligence saving throw. These can vary from simple yes or no answers, images, feelings, phrases, and visions. The recipient may not lie in their response, and are bound to answer the question to the best of their ability.
|
Int. Save DC |
Recipient Class |
|
15 |
Hero-Deities, Sages, Sphinxes, Giants, Lesser Devils, Lesser Demons |
|
20 |
Demi-Gods, Liches, Greater Devils, Greater Demons, Adult Dragons, |
|
25 |
Lesser Deities (Ancient Dragons, Arch Vampires, Beholders, Mind Flayers) |
|
40 |
Greater Deities (Gods, Ancient Wurms, Arch Fiends, Arch Fey) |
If the target wishes to resist the attempt, it may attempt to make a contested Intelligence Saving Throw against your roll. This check can be modified in the following ways:
|
Knowledge |
Save Modifier |
|
Caster knows the recipient’s name |
-10 |
|
Caster has met with the recipient |
-5 |
|
Caster is aware of recipient’s existence |
+/-0 |
|
Caster is unaware of the recipient’s existence |
+5 |
|
Recipient knows the caster |
+10 |
|
Recipient knows the caster’s name |
+15 |
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