Echo from the Grave
Arlo-molegh + Degachabo
Corruption Cost: 6 Charisma damage and 1d6 Sanity
Casting Time: 1 hour
Range: 10 feet
Target, Area, or Effect: One freshly dug hole
Duration: Until discharged
Saving Throw: None
Spell Resistance: No

Ankou. Anubis. Charun. Hermes. Pinga. Ixtab. Muut. Throughout the ages, it has been called many names and dressed in many costumes, but it has remained as it always was: Death.

This disturbing ritual creates a gateway into the realm of a being called the Mediator. The true nature of this creature is unknown, but many believe it to be a psychopomp. This guide of souls can, under limited, dire circumstances, be called upon to answer questions.

The spell is targeted on a hole that must be dug in the ground, six feet in depth. It must be cast at night, in darkness, under the sky. Flashlights and other limited illumination can be available and even in use, but the area must remain as dark as possible. If light brighter than the full moon has ever touched the earth at the bottom of the hole, the spell cannot function (it is possible to simply dig a little deeper to get fresh, uncorrupted earth, however).

During the ritual, white candles are placed around the hole, and the caster and his or her allies arrange themselves around the hole's edge, sitting or kneeling as they see fit.

When the spell completes, the hole darkens, as if extending and becoming deeper, until the depth is no longer discernible. From the seemingly endless hole will crawl a form, usually skeleton, arachnoid, or avian, that lurks just at the edge of visible light. This being is the Mediator. All those who see the Mediator suffer 1/1d4 Sanity damage.

The Mediator rarely introduces itself; most casters end the spell at the sight of its unblinking eyes. You must make the first move and ask it a question. The Mediator has no allegiances to affect its interactions; it answers any question put to it truthfully, but the question must relate to darkness, death, or the lives of mortal beings.

Be cautious, however, for the words of the Mediator are not meant to be heard with mortal ears. The spell can only safely translate ten words before it dissolves and the connection is severed. The candles blow out as words are spoken, providing a direct visual indicator as to the number of questions remaining (if the number of words and candles differs, the candles equate to a percentage).

If asked a question about something outside its portfolio, such as the weather or how to build a plane, the Mediator will tell you it doesn't know.

If asked about the Otherworld, its denizens, or the fate of the caster or those present, the Mediator will tell you that it is not allowed to tell you.

If asked about itself, the Mediator will begin to recite the names it has been given since the dawn of time; this effectively ends the spell regardless of the echelon (it has thousands of names).

When the spell ends, the Mediator recedes, and the hole returns to normal. If the caster moves more than 10 feet away from the hole, the spell ends. If light is shone at the Mediator, all those who see it suffer an additional 1/1d10 points of Sanity damage and the spell ends.

This spell provides no protection against wandering monsters, and, in fact, the light and activity may serve to attract them.

Increasing the Echelon of the spell by 1 increases the casting time by 1 hour.

Echelon 1: The Mediator may speak 10 words.
Echelon 2: The Mediator may speak 25 words.
Echelon 3: The Mediator may speak 40 words.
Echelon 4: The Mediator may speak 60 words.
Echelon 5: The Mediator may speak 75 words.