Actually no - divination only exists in the game as a method of making money, in a couple cases, or as a method of decision-making. This can be applied outside the game too I suppose - interpret the Tarot for yourself instead of your character, if you like. And yeah, I meant the "6" key dice roll.
Basically, if I wanted to siege two towns, but couldn't decide which town I wanted to attack first, I could flip a coin. Or I could assign 1-3 to one town, and 4-6 to the other, and roll dice. Or I could consult the Ouija Board, and if the name of one of the towns came up - or if it seems to say to not attack one of them - I could make my decision that way. Or I could ask the Bones and hope they give a clear answer... if you are a Seer, you could have a lot of these choices available.
Many have been confused as to the usefulness of these features. But then, many people consider fortune cookies foolish. I say they add some fun to the decision-making process. And hey, whether or not to get that sex-change is a really important decision for any character.
I also realized when I was making the first Tarot cards that I could not think of a single RPG with strictly by-the-book divinations - as in, you're not going to get the death card and die in my mod; other games always try to associate some kind of mechanic with things like this. I prefer to let the character wonder if the actual readings played a hand in their various random fates in the game - this kind of outlook is really fun for hardcore games, where you truly have to take what comes.
Was that random headshot that killed you from across the map a result of pure algorithms? Or was it because of the sense of doom you felt from that last negative Tarot reading that distracted you enough to cause you to lower your shield at the wrong moment? Good question...