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|This article or section contains Dungeons & Dragons gameplay mechanics in violation of the "no crunch" rule.
Please help improve this article by removing the relevant information or rewriting it so as to reflect an in-universe perspective.
You contact a particular creature with whom you are familiar and send a short message of twenty-five words or less to the subject. The subject recognizes you if it knows you. It can answer in like manner immediately. Creatures with Intelligence scores as low as 1 can understand the sending, though the subject's ability to react is limited normally by its Intelligence. Even if the sending is received, the subject is not obligated to act upon it in any manner.
If the creature in question is not on the same plane of existence as you are, there is a 5% chance that the sending does not arrive. (Local conditions on other planes may worsen this chance considerably, at the option of the DM.)
A short piece of fine copper wire.
- ↑ 1.0 1.1 1.2 1.3 1.4 Jonathan Tweet, Monte Cook, Skip Williams (August 2000). Player's Handbook 3rd edition. (Wizards of the Coast), p. ?. ISBN 0-7869-1551-4.
- ↑ Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 66. ISBN 0-7869-1836-5.
- ↑ James Wyatt, Darrin Drader, Christopher Perkins (October 2003). Book of Exalted Deeds. (TSR, Inc), p. 87. ISBN 0-7869-3136-1.
- ↑ David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), p. 171. ISBN 0-88038-716-5.
- ↑ Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 153. ISBN 978-1560763581.