AD&D 2nd Edition

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Divine Magic - 5th Level

Commune

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Range:
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Sphere: Divination
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None

By use of a commune spell, the priest is able to contact his divinity – or agents thereof – and request information in the form of questions that can be answered by a simple “yes” or “no.” The priest is allowed one such question for every experience level he has attained. The answers given are correct within the limits of the entity’s knowledge (“I don’t know” is a legitimate answer, as powerful outer planar beings are not necessarily omniscient). Optionally, the DM may give a single short answer of five words or less. The spell will, at best, provide information to aid character decisions. Entities communed with structure their answers to further their own purposes. 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 greater powers dislike frequent interruptions. Likewise, if the caster lags, discusses the answers, or goes off to do anything else, the spell immediately ends.

The material components necessary to a commune spell are the priest’s religious symbol, holy (unholy) water, and incense. If a particularly potent commune is needed, a sacrifice proportionate with the difficulty of obtaining the information is required, and if the offering is insufficient, only partial or no information is gained.