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, 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.
Contact Other Plane is a powerful spell that allows Warlocks and Wizards to communicate with otherworldly beings. However, it comes with a risk of insanity or even possession. Some argue that the potential danger is not worth the reward of gaining knowledge from these entities. Others see it as a necessary tool in their quest for understanding the multiverse. Ultimately, the decision to use this spell should be made carefully and with caution.
Contact Other Plane is D&D (Dungeons & Dragons) 5th edition content, but other TTRPGs may have their own version such as a Contact Other Plane Pathfinder edition. Want to use Contact Other Plane in a VTT (virtual tabletop)? Try out SendingStone for free today!
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