Version three, probably final:
Question 1: Does this communications channel work?
Spell 1.1: This channel works.
Spell 1.none: Total channel failure.
Question 2: Is this channel significantly expensive to Keltham's god?
Spell 2.1: Not at all, use it lots.
Spell 2.none: Yes / somewhat / wrong question / channel failure.
Question 3: Is this channel error-prone or noisy?
Spell 3.1: No.
Spell 3.2: Yes, be careful.
Spell 3.none: Wrong question / channel failure / not enough priority.
Question 4: Could this channel handle more complex codes tomorrow?
Spell 4.1: Yes.
Spell 4.none: No or not priority.
Actually on yet further reflection, Keltham can just ask this question tomorrow, if he gets a 'no' on things being noisy. If 'yes' on things being noisy, but not expensive, he should construct a redundant code tomorrow instead of a complicated one.
Question 4: Should you be cooperating with your apparent coworkers, or stalling them on things that are really valuable/dangerous?
Spell 4.1: Cooperate at least for tomorrow, inquire in more detail later.
Spell 4.2: Begin stalling, inquire in more detail later.
Spell 4.none: Redundant signal of total channel failure.
Question 5: Imminent danger at current location?
Spell 5.1: Yes. Flee with Carissa and tell nobody else where you're going.
Spell 5.none: Carrying out 6.1 wouldn't be a net improvement and/or this channel element failed.
Okay, this is a code Keltham can believe in, relative to his own level of design ability. It frontloads the most important meta-questions first, delays as many complications as possible beyond the fragile first attempt, and only requires him to keep five questions and seven spell-meanings in mind to communicate across his own side of the 'prayer' channel.