Functioning similarly to the commune spell, this allowed the caster to contact another powerful mind. Unlike commune, the mind could be of anything from a demigod, the spirit of a long-dead sage, or even an unknown entity from another plane. The caster could ask five questions of the contact, and the contact could only answer with simple words like yes, no, maybe, never, irrelevant, or unclear. If an answer would be misleading then the entity might respond with a short phrase.
However, unlike the divine variant, this spell could cause massive damage and insanity to the caster as the other intellect might be too great and could break the caster's mind. The insanity would last until the caster had a long rest or they were affected by a greater restoration.
Only a vocal component was needed for the casting.
- ↑ 1.0 1.1 slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), pp. 23,26. ISBN 0-7869-0437-2.
- ↑ Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), pp. 207–211,226. ISBN 978-0-7869-6560-1.
- ↑ David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), p. 167. ISBN 0-88038-716-5.
- ↑ Barry A. A. Dillinger (May 1996). “The Dimensional Wizard”. In Pierce Watters ed. Dragon #229 (TSR, Inc.), pp. 50–52.
- ↑ Mark Middleton et al (November 1996). Wizard's Spell Compendium Volume One. (TSR, Inc), pp. 173–174. ISBN 978-0786904365.
- ↑ Sam Witt (January 1994). The Complete Sha'ir's Handbook. (TSR, Inc), p. 125. ISBN 978-1560768289.
- ↑ Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), p. 226. ISBN 978-0-7869-6560-1.