Cleric 5
Range. 0
Duration. Special
Area of Effect. Special
Divination
Components. V, S, M
Casting Time. 1 turn
Saving Throw. None
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 DM 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.
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.
The material components necessary to a commune spell are the cleric’s religious symbol, holy/unholy water, and incense.