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 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.
RollQuest summary Ritual. This spell can be cast as a ritual. The ritual version takes 10 minutes longer to cast and expends no spell slot, so it cannot be cast at a higher level; it requires a feature that grants ritual casting.
SRD 5.1, p.129 · CC BY 4.0
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Cast Contact Other Plane on a real battle map. Pick a caster and a target and RollQuest plays the effect for everyone at the table. Free to start.
Run Contact Other Plane through our free DnD character sheet
Give Contact Other Plane to your character and cast it straight from the sheet. RollQuest rolls the dice with your spellcasting modifier, posts the total in chat for the table and keeps count of your spell slots. See how our DnD character sheet works, for 5e and 5.5e.