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Commune

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Allows the cleric to ask questions of divine powers.

Original D&D Edit

CommuneEdit

Debuted in Men & Magic, for the cleric. Anti-clerics can use the spell as well.

  • Spell Level 5

The cleric can ask three questions of "the powers above," and will receive a response with near-total knowledge and honesty. The cleric can conduct this only once a week (less often at the DM's option). Once per year, the cleric may perform a special communion that allows them to ask six questions.

Commune with NatureEdit

The spell first appeared in Supplement 3: Eldritch Wizardry, for the druid.

  • Spell Level 5

This spell can be cast only outdoors. The caster can ask three questions about nature to "the powers above," and will receive a response with near-total knowledge and honesty. The caster can conduct this only once a week (less often at the DM's option). Once per year, the cleric may perform a special communion that allows them to ask six questions.

AD&DEdit

Commune Edit

Debuted in the Player's Handbook as a cleric spell.

Level: 5 School: Divination
Components: V, S, M (holy symbol, holy water, incense)
Range: 0 Casting Time: 1 turn
Duration: Special Saving Throw: None
Area: Special

Contacts the caster's deity (or agents thereof) to answer yes or no questions. The caster may ask 1 question per level, and the response will be accurate and truthful. The referee may limit this to once per adventure, once per week, or once per month at their option, as the "gods" dislike frequent interruptions

DM's Advice: Most deities are not omniscient, so "I don't know" is a valid answer. The questions must be asked consecutively -- a large gap between questions will break the spell.

Commune with Nature Edit

Debuted in the Player's Handbook as a druid spell.

Level: 5 School: Divination
Components: V, S, M (mistletoe)
Range: 0 Casting Time: 1 turn
Duration: Special Saving Throw: None
Area: One half mile per level

The caster becomes one with nature, learning much about the surrounding territory. For each level, the caster may know one fact about the area covered by the spell -- the terrain, the plants, the minerals, the water sources, or the people dwelling in the area. The spell is only effective outdoors.

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