Neat move!
But I think that instead of the player picking consequences, you should rephrase the options so that the player is choosing advantages. Like:
* You are able to sustain communication over time.
* You are able to contact multiple minds.
* You are not exposed to the Maelstrom.
* The communication is easy and without strain.
(And don't specify exactly how long or how many, have that be a matter for the fiction and circumstances to dictate.)
That way, the MC has the option of including consequences not specifically prohibited by the player. You don't HAVE to inflict harm if the communication is not without strain, but you CAN. Or, you can have one character pass out from the strain and get captured. Etc.
Also, it will tell you what your player WANTS, instead of what your player wants to avoid.