Is this homebrew spell for speaking with the dead balanced when compared to other divination and necromancy spells?

How balanced is the below spell I’ve created when compared to other divination or necromancy spells? Is it at the right spell level? Is it the right amount of damage/status effects?

When creating this spell, I was thinking of Contact Other Plane, Speak with Dead and Dream, and wanted to create an intersection between the three of them. The intention was to create a way to speak with long-dead, or missing, creatures, in an attempt to get information from them, with a high cost and a risk of getting hurt if you don’t approach them in the right way.

The issues I’ve had with this spell is defining the summoned spirit in a satisfying way, as well as balancing the potential risks and damage you could get from this spell. Wording as a whole has been difficult for the spell.

A Dream of Endless Nights
6th level Necromancy (Ritual)
V/S/M (7 specially crafted black candles worth 50 gp each, which the spell consumes, and 7 humanoid skulls)
Casting time: 1 minute
Duration: 1 hour
Target: Self

You call on dark powers to let you speak to those long gone. When you finish casting the spell, you may speak the name of a creature that is dead. If the soul of the named creature is not free, the spell fails.
For the duration, you fall into a trance, and create a dream like environment that you can freely shape. A spirit of the creature forms in this environment. While in the trance, you are aware of your surroundings, but can’t take actions or move.
The spirit is under no compulsion to answer you or to be truthful, and depending on its demeanour may be actively hostile to you.
While this spell is active, every 10 minutes you must make a Constitution Saving throw of DC 15, or take 4d6 necrotic damage as the spell steals your life essence. If the spirit is hostile to you, it can choose to force you to make this save every minute. If you fail this save, your hit point maximum is reduced by the same amount, and you gain a level of exhaustion. The reduction to your hit point maximum goes away when you next finish a long rest, and if your maximum hit points are reduced to zero by this spell then you die.
You can end the trance and the spell by concentrating for 1 minute, after which the spell ends. Once a spirit has been summoned in this way, it cannot be targeted by this spell for a year and a day.

A good answer would compare this spell to existing divination or necromancy spells.

Mechanically Speaking, What is the Best Alignment for a Cleric?

So I for a while now I’ve thought that from a purely mechanical standpoint true neutral is the best alignment as a cleric; you can worship any deity because they will always be within 1 step; similarly, with aligned spells you are not restricted so long as you either worship a concept or have a true neutral deity.

Chaotic, Evil, Good, and Lawful Spells: A cleric can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Alignment: A cleric’s alignment must be within one step of her deity’s, along either the law/chaos axis or the good/evil axis.

Well, that’s more or less my own theory on it but I tend to overlook stuff in the rules quite frequently and wanted confirmation from someone more familiar with this kind of stuff than me.

Out of all the alignments, what is the best one for cleric, mechanically speaking?

Mechanically speaking what makes a item more useful, a raw bonus or advantage? [duplicate]

I’m looking at D&D 5e to homebrew a specific item and I’m debating what would be better. Advantage or raw bonus. The item is a coin that you toss it before a ability check or a attack roll. If the coin lands on the heads, you gain a boon. If the coin lands on the tails, you get a penalty.

I was considering making the boon a raw bonus of +3 to the subsequent roll if it’s a boon or -3 if it is a penalty. But it was brought to my attention that giving advantage/disadvantage could potentially be more balanced. So here’s my question, what would be better mechanically for the player?

Does an entity speaking the god’s language understand every language?

I can’t remember exactly the name, but I heard of a language used by gods, wich is understandable by every sentient being. It directly form the concept in the auditor’s mind (thus, you can adress everybody at the same time, even if they’re from different origins/species/etc).

It can not be learned and is reserved to superior entity to communicate with mortals (so it’s probably not the Celestial)

Now, let’s say for story’s sake, that a mortal does know it (for GM-ing reasons). Does the ability to speak God’s language grant him the ability to understand other sentients beings, speaking differents language?

First, I would say no, as the mortal doesn’t know other languages. But how do gods understand their followers in that case? Heavy use of “Comprehend Languages” spell?

Help needed: How to set up a campaign/project for non-English speaking regions properly?


I’ve been trying to to find my way around the Search Engine Ranker lately. I’m pretty sure that you can do some things wrong when you want to start a project for a language area outside of English.

Does anyone have experience with campaigns for other languages like German, French or Spanish. What to look for and what data to translate into the target language.

Your help is highly appreciated.

Thanks in advance

How much time/lifespan does the sun of Athas have left, scientifically speaking?

I realize that magic ignores physics, and that rpg games are notoriously inaccurate… but I’m curious if a close enough or approximate answer can be deduced.

Given that, do the changes to the sun of Athas match up with any scientifically known stellar life cycle, if so, roughly how much lifespan can be estimated for the sun of Athas have left, barring further meddling or tampering with the star?

I am looking for a rough estimate if possible, well reasoned speculation, if not. 2e, 3e, & 4e are valid sources. I’m not looking for a setting specific answer, but a general answer.

How hard is finding a job as a part-time software developer on a working holiday speaking English in a Nordic country?

I have an idea of going a year of working holiday in a Nordic country where I understand very little of their language. However the English proficiency there is generally high.

My profession is software development, and my main goal of going working holiday is to learn and train for some sports which require a season of training and are not doable back in my home, most notably ice swimming, while getting a part-time developer job to supplement my travelling cost.

How hard is finding a part-time developer job on working holiday speaking mainly English in a Nordic country? Should I go for it or should I choose an English-speaking country such as Ireland instead?

Do holding a wand and speaking its command word count as V/S/M spell components?

Magical wands need to be held to cast their spells.

Does holding the wand count as a material component for the wand’s spell?

And if a command word needs to be used, is it considered a verbal component for the spell?

This matters for features such as Subtle Spell, Archdruid, or to identify a spell to Counterspell.