You mentally connect with the spirit of a specific dead person. You must know at least the name of the spirit you are trying to contact, and they must have been dead for no more than a century. Contacting a spirit can strain, or even break your mind. When you cast this spell, make a DC 20 Wisdom saving throw, modified as below:
|
Relationship with You or Someone Present |
Save DC Modifier |
|
Spirit is an ancestor |
+2 |
|
Knew the spirit when it was alive |
+4 |
|
Successfully contacted the spirit before |
+6 |
|
Connection to Spirit |
Save DC Modifier |
|
Likeness or picture |
+2 |
|
Possession or garment |
+4 |
|
At the location of death/grave, or body part, lock of hair, etc. |
+6 |
On a failure, you take 4d6 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 can speak only in gibberish. A greater restoration spell cast on you ends this effect.
On a successful save, you connect to the spirit for one minute and are mentally transported to a plane to communicate with them. During this time, you are deaf and blind with regard to your physical body's senses, and cannot cast any other spells. The spirit knows only what it knew in life, including the languages it knew. You can learn new information from the spirit that it knew in life, and vice versa it can also learn new knowledge. The spirit is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy, but you may try to persuade it or compel it to do so.
This spell is painful to spirits. A spirit that has successfully found a place in the afterlife can choose not to respond to this spell. However, a spirit in limbo or a wandering spirit (such as a ghost) must respond.
After the spell is cast, you cannot commune again with that spirit until the next dawn.
* - (optional object connected to the spirit)