Difference between revisions of "Commune (spell)"
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== Impossible Questions == | == Impossible Questions == | ||
− | Commune can present challenges due to its potential to lead to questions that are either too esoteric or beyond the DM's knowledge. For example, the DM may not have prepared that part of the setting being asked about, or may never have considered the theoretical question that's proposed. As well, | + | Commune can present challenges due to its potential to lead to questions that are either too esoteric or beyond the DM's knowledge. For example, the DM may not have prepared that part of the setting being asked about, or may never have considered the theoretical question that's proposed. As well, questions verging upon riddles, such as the player asking, "What does my character want to do," are outside the DM's purview with regards to the game. |
Therefore it's necessary for DMs to establish boundaries on what can reasonably be asked. It should be clarified that the spell can only provide information known by beings or entities with a connection to the player's in-game world — and that the player shouldn't be able to ask questions regarding matters that the character couldn't possibly know anything about. | Therefore it's necessary for DMs to establish boundaries on what can reasonably be asked. It should be clarified that the spell can only provide information known by beings or entities with a connection to the player's in-game world — and that the player shouldn't be able to ask questions regarding matters that the character couldn't possibly know anything about. |
Latest revision as of 04:04, 27 November 2023
Commune is a spell that grants the caster a single response to any question that's asked, though this response is limited to a single particle of knowledge. The question need not be restricted to a yes or no format — in fact, a full answer can be expected, though the context remains brief and concise for the spell's purpose. At no time should answers be cryptic; the usefulness of the spell is that it enhances the character's control over his or her space.
Range | self |
Duration | 1 question |
Area of Effect | self |
Casting Time | 3 rounds |
Saving Throw | none |
Level | cleric (5th) |
Contents
Unlike spells like augury or divination, the spell provides an unequivocable and accurate answer without fail. Nevertheless, the clarity of the answer varies depending on the parameters provided by the question; whenever possible, the DM and the player should discuss a question before it's answered, to be sure the player understands what's being asked before the answer is given.
Further queries on the same matter may be accomplished the next day ... and by that method, the character can slowly increase their understanding of the matter at hand, before moving onto the next thing.
Impossible Questions
Commune can present challenges due to its potential to lead to questions that are either too esoteric or beyond the DM's knowledge. For example, the DM may not have prepared that part of the setting being asked about, or may never have considered the theoretical question that's proposed. As well, questions verging upon riddles, such as the player asking, "What does my character want to do," are outside the DM's purview with regards to the game.
Therefore it's necessary for DMs to establish boundaries on what can reasonably be asked. It should be clarified that the spell can only provide information known by beings or entities with a connection to the player's in-game world — and that the player shouldn't be able to ask questions regarding matters that the character couldn't possibly know anything about.
Still, it's a 5th level spell, and the DM should strive wherever possible to answer questions being asked when able, and never use such boundaries as an excuse not to be forthcoming about something the DM really does know.