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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.[4][8][9][12]


This spell attuned the caster with the natural surroundings, extending outward for a few miles/kilometers in all directions. From this, knowledge could be gleaned about the terrain, plant life, mineral deposits, bodies of water, buildings, animal population, presence of woodland creatures, presence of unnatural creatures, presence of people, and the general health of the region.[4][8][9][12] Up to three facts could be learned about the area in the time it took to cast the spell.[4] Older versions of this spell allowed more facts to be learned, but they were more narrowly limited.[8][9][12]

The range of this spell depended on the power of the caster, but was quite limited underground, compared to casting the spell outdoors. Buildings appeared as blank areas in the caster's vision because the spell did not function where nature had been replaced by construction or settlement (such as in dungeons and towns).[4][8][9][12]

The post sundering vertion of the spell was restricted in size to 3 miles above ground and 300 feet below ground. Other then this the spell functions as before.[13]


Only verbal and somatic components were required to cast this spell.[4][8][9][12][13]



  1. The various sourcebooks do not agree to which spheres this spell belongs. The Player's Handbook 2nd edition says Divination, the Player's Handbook 2nd edition (revised) says Divination and Elemental, the Tome of Magic 2nd edition says Divination only, and the Player's Option: Spells & Magic says the Animal and Plant spheres.


  1. Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), pp. 207–211, 224. ISBN 978-0-7869-6560-1.
  2. Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), p. 68. ISBN 978-0-7869-6560-1.
  3. Rob Heinsoo, Andy Collins, James Wyatt (June 2008). Player's Handbook 4th edition. (Wizards of the Coast), p. 302. ISBN 0-7869-4867-1.
  4. 4.0 4.1 4.2 4.3 4.4 4.5 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 211. ISBN 0-7869-2886-7.
  5. Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 63. ISBN 0-7869-1836-5.
  6. Richard Baker, James Wyatt (March 2004). Player's Guide to Faerûn. (Wizards of the Coast), p. 86. ISBN 0-7869-3134-5.
  7. James Wyatt, Darrin Drader, Christopher Perkins (October 2003). Book of Exalted Deeds. (TSR, Inc), p. 55. ISBN 0-7869-3136-1.
  8. 8.0 8.1 8.2 8.3 8.4 8.5 David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), p. 222. ISBN 0-88038-716-5.
  9. 9.0 9.1 9.2 9.3 9.4 9.5 David "Zeb" Cook (April 1995). Player's Handbook 2nd edition (revised). (TSR, Inc.), p. 281. ISBN 0-7869-0329-5.
  10. Cook, Findley, Herring, Kubasik, Sargent, Swan (1991). Tome of Magic 2nd edition. (TSR, Inc), p. 152. ISBN 1-56076-107-5.
  11. Richard Baker (1996). Player's Option: Spells & Magic. (TSR, Inc), p. 186. ISBN 0-7869-0394-5.
  12. 12.0 12.1 12.2 12.3 12.4 12.5 Gary Gygax (1978). Players Handbook 1st edition. (TSR, Inc.), p. 60. ISBN 0-9356-9601-6.
  13. 13.0 13.1 Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), p. 224. ISBN 978-0-7869-6560-1.