Commune
(Divination)

the Commune hotel


Level: c5
-
Range: 0
-
Duration: Special
Components: v.s.m
-
CT: 1t
-
Save: None
Area: Special
-
-
-
MP: 19

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>