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Contact other plane was a divination ritual or spell that mentally connected the caster to a another powerful mind.[3]

Effect

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.[3]

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. A caster was unable to use this spell in the phlogiston.[3][8]

Components

Only a vocal component was needed for the casting.[9]

History

The spell was attributed to Netherese arcanist Chever in −1914 DR and was originally called Chever's contact other plane.[1]

Appendix

See Also

Appearances

Adventures
Dungeon #19: "House of Cards"Dungeon #48: "The Oracle at Sumbar"Storm King's ThunderTomb of Annihilation
Organized Play & Licensed Adventures
A Dish Best Served Cold
Video Games
Icewind Dale: Heart of Winter

External Links

References

  1. 1.0 1.1 1.2 slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), pp. 23, 26. ISBN 0-7869-0437-2.
  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.
  3. 3.0 3.1 3.2 3.3 David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), p. 167. ISBN 0-88038-716-5.
  4. Barry A. A. Dillinger (May 1996). “The Dimensional Wizard”. In Pierce Watters ed. Dragon #229 (TSR, Inc.), pp. 50–52.
  5. Mark Middleton et al (November 1996). Wizard's Spell Compendium Volume One. (TSR, Inc), pp. 173–174. ISBN 978-0786904365.
  6. Sam Witt (March 1994). The Complete Sha'ir's Handbook. Edited by Dezra D. Phillips, C. Terry Phillips. (TSR, Inc.), p. 125. ISBN 1-56076-828-2.
  7. slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), pp. 121–122. ISBN 0-7869-0437-2.
  8. Jeff Grubb (August 1989). “Concordance of Arcane Space”. Spelljammer: AD&D Adventures in Space (TSR, Inc.), p. 82. ISBN 0-88038-762-9.
  9. Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), p. 226. ISBN 978-0-7869-6560-1.
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