Difference between revisions of "Commune (spell)"

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[[File:Commune (spell).jpg|right|525px|thumb]]
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'''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.
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{{Spelltable
 
{{Spelltable
 
| name = Commune
 
| name = Commune
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| duration = 1 question
 
| duration = 1 question
 
| area of effect = self
 
| area of effect = self
| casting time = 3 rounds
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| casting time = 3 [[Combat Round|rounds]]
 
| save = none
 
| save = none
 
| level = [[Cleric 5th Level Spells|cleric (5th)]]
 
| level = [[Cleric 5th Level Spells|cleric (5th)]]
 
}}
 
}}
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Unlike spells like [[Augury (spell)|augury]] or [[Divination (spell)|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.
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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.
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== Impossible Questions ==
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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.
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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.
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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.
  
Enables an answer for one question which the cleric may ask, though only one specific piece of knowledge can be attained. The question need not require a ‘yes’ or ‘no’ answer, but answers will yet be short and succinct.
 
  
Unlike augury or divination, the cleric is absolutely guaranteed of an answer. However, depending on how the question is worded, the answer may not be fully understood, demanding that further queries must be made upon use of the spell the next day.
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[[Category: Clerical Spells]][[Category: Reviewed]]
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Latest revision as of 04:04, 27 November 2023

Commune (spell).jpg

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.

Commune
Range self
Duration 1 question
Area of Effect self
Casting Time 3 rounds
Saving Throw none
Level cleric (5th)

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.