You mentally contact a demigod, the spirit of a long- dead sage, or some other mysterious entity. 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, if the question is not on this plane of existence or has anything to do with things of great importance you may speak to the being for a duration of up to three hours. 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.
When cast at a higher level the being of which you are contacting would be more clear with their answers and less elusive and fine point. At higher levels casting this spell will allow you to make a Charisma cheek DC 20 to persuade the being to be more helpful in your current situation and, if possible, aid you when your in need.
* - (Eye of Elder Dragon, 1000g Diamond, Tongue of a Mimic)
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