PropertyValue
rdf:type
rdfs:label
  • Commune with Nature
  • Commune with Nature
  • Commune with nature
rdfs:comment
  • By communing with primal spirits of nature, you can learn a number of facts about your immediate environs (within 1 mile of you). You can ask a number of questions, based on the result of your Nature check, about the terrain features, plants, minerals, bodies of water, creatures, and other aspects of your surroundings. The primal spirits you communicate with are honest but sometimes can be elusive. Most questions are answered with a yes or a no. Rarely do the spirits elaborate further, and when they do, their response is cryptic.
  • In the wilderness, everything wishes either to kill you, or to let something else do it and then consume your remains. Nature has no concept of laws or mercy; in order to live, you must play by its rules.--Grakahl Redan, Hunter
  • [[Category:]] Commune with nature was a divination spell that allowed the caster to learn about the surrounding terrain for a few miles/kilometers. The more advanced the caster, the further the effect.
  • Level: , , Components: V, S Casting Time: 10 minutes Range: Personal Target: You Duration: Instantaneous
  • While meditating in an outdoor area, the Jedi bonds with all living creatures in the area and influences their development. Soil becomes more fertile, plants begin to grow, creatures sense tranquillity, etc. Anything but the simplest effects takes a great deal of time and effort to achieve. Sense is used to create the link with the Force and the new nature being developed while alter is used to create the new nature. Difficulty is a function of: how much matter is being shifted/created, proximity, the difference between the subject area and an open plain with neutral temperature and weather, and the amount of change sought. With an easy roll, the Jedi can create a feeling of tranquility. Higher rolls can grow grass, make flowers grow, attract animals, grow trees, make water spring from the
  • 5th-level divination Casting Time: 1 minute (ritual) Range: Self Components: V, S Duration: Instantaneous You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction, such as in dungeons and towns. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area: • buildings
  • Casting Time: 1 minute Range: Self Components: V, S Duration: Instantaneous You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction, such as in dungeons and towns. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
Level
  • 6
  • 70
dcterms:subject
dbkwik:dnd4/property/wikiPageUsesTemplate
dbkwik:forgotten-realms/property/wikiPageUsesTemplate
dbkwik:forgottenrealms/property/wikiPageUsesTemplate
dbkwik:ja.lotro/property/wikiPageUsesTemplate
dbkwik:freed20/property/wikiPageUsesTemplate
Category
  • divination
Name
  • Commune with Nature
Type
  • 発動時間: 3 秒
school2e
type5e
school3e
school1e
school5e
circles5e
spheres2e
domains3e
dbkwik:sw1mush/property/wikiPageUsesTemplate
Components
  • 140
Price
  • 360
flavor
  • By communing with the spirits of the land, you know exactly where to find food, shelter, or a clue to the location of the thing you seek.
Duration
  • 600.0
Skill
Class
  • ロアマスター
Description
  • 自然と絆を結んで、冒険の助けとなる Spirit of Nature を呼び出すことができます
Characteristic
  • Friend of the Animals
Time
  • 1800.0
abstract
  • 5th-level divination Casting Time: 1 minute (ritual) Range: Self Components: V, S Duration: Instantaneous You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction, such as in dungeons and towns. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area: • terrain and bodies of water • prevalent plants, minerals, animals, or peoples • powerful celestials, fey, fiends, elementals, or undead • influence from other planes of existence • buildings For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.
  • By communing with primal spirits of nature, you can learn a number of facts about your immediate environs (within 1 mile of you). You can ask a number of questions, based on the result of your Nature check, about the terrain features, plants, minerals, bodies of water, creatures, and other aspects of your surroundings. The primal spirits you communicate with are honest but sometimes can be elusive. Most questions are answered with a yes or a no. Rarely do the spirits elaborate further, and when they do, their response is cryptic.
  • While meditating in an outdoor area, the Jedi bonds with all living creatures in the area and influences their development. Soil becomes more fertile, plants begin to grow, creatures sense tranquillity, etc. Anything but the simplest effects takes a great deal of time and effort to achieve. Sense is used to create the link with the Force and the new nature being developed while alter is used to create the new nature. Difficulty is a function of: how much matter is being shifted/created, proximity, the difference between the subject area and an open plain with neutral temperature and weather, and the amount of change sought. With an easy roll, the Jedi can create a feeling of tranquility. Higher rolls can grow grass, make flowers grow, attract animals, grow trees, make water spring from the land, and in theory terraforming would even be possible with this power. Deserts, areas with a Dark Side imprint, ocean banks, cold tundras, and vacuums may be the subject of this power, though as a rule, the more severe the existent climate is, the more difficult the roll.
  • In the wilderness, everything wishes either to kill you, or to let something else do it and then consume your remains. Nature has no concept of laws or mercy; in order to live, you must play by its rules.--Grakahl Redan, Hunter
  • Casting Time: 1 minute Range: Self Components: V, S Duration: Instantaneous You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction, such as in dungeons and towns. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area: * terrain and bodies of water * prevalent plants, minerals, animals, or peoples * powerful celestials, fey, fiends, elementals, or undead * influence from other planes of existence * buildings For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.
  • [[Category:]] Commune with nature was a divination spell that allowed the caster to learn about the surrounding terrain for a few miles/kilometers. The more advanced the caster, the further the effect.
  • Level: , , Components: V, S Casting Time: 10 minutes Range: Personal Target: You Duration: Instantaneous