Divination (ritual) Level 5
STANDARD
Casting Time 1 minute
Range Self
Components V
Duration 1 minute
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.
Spell Variants & Exotic Components – level 5
Add-on for D&D 5e. Enhanced spell effects with exotic spell material components. The layout is made with TheHomebrewery CSS code.
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SPELL VARIANT #1
Casting Time 1 minute
Range Self
Components V
Duration 1 minute
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. You must declare which entity you are trying to contact in order to receive its aid. When you cast this spell, make an Intelligence saving throw. The DC of the saving throw depends on what Plane of existence the entity dwells in. On a failure, you take psychic damage and lose points of intelligence as described in the table below.
- Elemental Plane (any). DC 15 Intelligence saving throw; 6d6 psychic damage; 2d6 points of intelligence; 1 question.
- Astral Plane. DC 16 Intelligence saving throw; 8d6 psychic damage; 3d6 points of intelligence; 3 questions.
- Outer Plane. DC 18 Intelligence saving throw; 10d6 psychic damage; 4d6 points of intelligence; 5 questions.
In addition, you are insane until you regain all lost intelligence points (you regain 1 point of intelligence every day by natural healing). While insane, you can’t take actions, can’t understand what other creatures say, can’t read, speak or cast spells. A greater restoration spell cast on you ends all the negative effects.
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.