Commune
(Divination)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Effect: By use of
a commune spell the cleric is able to
contact his or her divinity
- or agents thereof - and request information
in the form of questions
which can be answered by a simple "yes" or
"no".
The cleric is allowed one
such question for every level of experience
he or she has attained.
The answers given will be correct. It is probable
that the referee will limit
the use of commune spells to one per adventure,
one per week, or even one
per month, for the "gods" dislike frequent
interruptions.
MC: The material components
necessary to a commune spell are
the cleric's religious symbol,
holy/unholy water,
and incense.
DMG: The questions
permitted must be asked consecutively in as brief a period as possible,
as there is too much bother
and disturbance for the supernatural powers otherwise.
If the spell caster lags
or goes off to do anything else, the spell is broken, over and done with.
Note that it is possible
for a deity to answer "I don't know", as most deities are not omniscient.
SA:
Commune,
Divination,
Spiritual Hammer —
The
Astral
Plane is not considered “neutral territory” to the gods, as
the PMP is.
Spells
like commune, divination, and spiritual hammer will
not function astrally
—
unless the cleric’s deity lives on the Astral Plane —
because
to succeed, they require direct intervention by the deity or a minion of
the deity.
The
gods who inhabit the Astral Plane would take offense if such a thing were
allowed to happen — so it does not happen.
<alt:http://1.bp.blogspot.com/-NPLGMm9NSF4/T_hDqy2Cx6I/AAAAAAAAA3s/OOsNVCw5eL4/s1600/communing.jpg>