D&D 5E Commune with Dead

beaumontsebos

Adventurer
Is there an example of a spell (official 5E, previous D&D editions, 3rd party sources) that allows you to actually commune with the dead or a corpse? I'm looking for something more powerful than Speak with Dead and less powerful than Raise Dead.

(Here's why I'm asking... in a recent game I allowed a player to use Speak with Dead to allow another character to have a conversation with her dead lover. It was an excellent role playing moment for the whole group. Broke the spell's rules, but I allowed it for purposes of the story. Maybe there's a spell like that out there that I could use or mimic for a homebrew spell that serves that purpose.)

Thanks in advance for responses.

Beaumont
 

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Consider adding familiarity rules similar to those found in teleport, or time dead restrictions. These would help allow RP moments like yours without offering too much mechanical abuse.
 

The PHB only lists spells that are available to the players by default. It doesn't mean there can't be more spells out there. Just make one up. Or make it so certain areas are infused with enough magic, or enough supernatural meaning, that doing such a thing is easier than usual.
 


From my homebrew spells, modeled after contact other plane:


Contact Spirit of the Dead
4th-level necromancy (ritual)
Casting Time: 1 minute
Range: Self
Components: V, possibly M (see description)
Duration: 1 minute
You mentally contact the spirit of a specific dead person. You must know at least the name of the spirit you are trying to contact. Contacting a spirit can strain, or even break your mind. When you cast this spell, make a DC 20 Wisdom saving throw, modified as below.

Relationship with You or Someone Present
(at most one modifier applies) Save Modifier
Spirit is ancestor +2
Knew the spirit when it was alive +4
Successfully contacted the spirit before +6

Connection to Spirit
(at most one modifier applies) Save Modifier
Likeness or picture +2
Possession or garment +4
Signature/prized possession or body part, lock of hair, etc. +6

On a failure, you take 4d6 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 can speak only in gibberish. A greater restoration spell cast on you ends this effect.

On a successful save, you can ask the spirit up to five questions. You must ask your questions before the spell ends. The spirit is under no compulsion to answer the questions, but you may try to persuade it or compel it to do so.

This spell is painful to spirits. A spirit that has successfully found a place in the afterlife can choose not to respond to this spell (and most powerful spirits will choose not to respond). However, a spirit in limbo or a wandering spirit (such as a ghost) must respond.
 

The PHB only lists spells that are available to the players by default. It doesn't mean there can't be more spells out there. Just make one up. Or make it so certain areas are infused with enough magic, or enough supernatural meaning, that doing such a thing is easier than usual.

I would run it this way as well. In my campaign it would require hiring a medium, someone who deals in this kind of ability but it's certainly a possibility.
 

From AD&D Necromancer's Handbook:

Level 4 necromancy
Summon Spirit
Range: 30'
Components: V,M
Duration: 1r/level
Casting Time: 1 min
Area of Effect: 1 creature
Saving Throw: special

Allows you to call up spirit of the dead, must speak same language, and spirit may be uncooperative. Base chance of cooperation of 50% + 1% per wizard level + a long list of modifiers based on the caster being a necromancer, casting the spell at night, on a holy day, and how long the target has been dead (e.g. minus 5% if longer than 1 week, -30% if dead over 1000 years). If the spell fails, a 5% cumulative chance per casting hostile spirits will be attracted and attack (using a Summon Undead table). If success, the spirit gets a save if either different alignment or higher level. Get 1 question per 3 levels, and spirits have limited insight into future as if using Augury.

Requires shallow pit filled with blood of a slaughtered ram to open a symbolic link to netherworld and lure the spirit back to the world of the living. The DM may, in her discretion, modify the spell so 1d20 spirits arrive and must be placated before the desired shade arrives.

So unlike Speak with Dead, no body is required, questions are level based, and it's not auto-success. However, if you can pass the % check, it has to answer. It's not quite what you described as this spell tends to attract bad news, but no reason you can't house-rule a second player can be incorporated into the casting to ask questions.
 


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