The adventure gives a little guidance on how various magics may be effected. Mage hand, for example presents as a claw. There's not a lot of firm guidance rather suggestions to warp or at least give magic a more infernal tone.
For Commune with Nature, acknowledging that Hell's landscape shifts, I'd say I'd allow the spell the guide the Barbarian to one destination, but not to trust the guidance on a return trip. One thing the adventure book suggests is that since internals communicate a lot with telepathy, they tend to leak into or tap into that sort of traffic. I know Commune with Nature isn't telepathy, but I think I'd have major internals know they've been spotted by the spell, unless the Barbarian had some sort of ring of mental protection.
One thing I'd encourage is figuring out what the infernal equivalent or corruption of the totem is. I'm not sure how it'd play out necessarily, and it might be best to keep it cosmetic. But I think an Abyssal chicken totem might be a fun lark.
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Jander Sunstar is the thinking person's Drizzt, fight me.
Feels like Druids would have a really hard time in Hell...Probably the hardest class to play in that adventure.
There's actually an encounter that demonstrates that Druids can practice at least their spells in Hell, they just have to keep or renew their faith and not panic about being in Hell.
Curiously, or maybe not surprising (the adventure is a great idea with some good parts, but it's actually a pretty inconsistent work as discussed elsewhere in the forum), while some cosmetic and functional impacts on wizard/sorcerer spells is suggested in the book once the characters start wandering Hell, there's not much said about the impact Hell would have on Cleric and Druid magic. I think a decent DM can make note and provide enough atmospherics to imply whenever "do good" magic is performed the environment literally frowns on it. Hell is supposed to be a place of no hope. It's something that's I've expanded on is sort of critical to the run my party is making in it.
I agree your assumption does make a lot of common sense. I'm guessing it's one of those things where some groups may be more inclined to treat extra planar adventuring as truly alien environments that will possibly adversely affect their magic or other capabilities, but I'm guessing its' probably a more popular book because the challenges weren't that difficult.
Feels like Druids would have a really hard time in Hell...Probably the hardest class to play in that adventure.
There's actually an encounter that demonstrates that Druids can practice at least their spells in Hell, they just have to keep or renew their faith and not panic about being in Hell.
Curiously, or maybe not surprising (the adventure is a great idea with some good parts, but it's actually a pretty inconsistent work as discussed elsewhere in the forum), while some cosmetic and functional impacts on wizard/sorcerer spells is suggested in the book once the characters start wandering Hell, there's not much said about the impact Hell would have on Cleric and Druid magic. I think a decent DM can make note and provide enough atmospherics to imply whenever "do good" magic is performed the environment literally frowns on it. Hell is supposed to be a place of no hope. It's something that's I've expanded on is sort of critical to the run my party is making in it.
I agree your assumption does make a lot of common sense. I'm guessing it's one of those things where some groups may be more inclined to treat extra planar adventuring as truly alien environments that will possibly adversely affect their magic or other capabilities, but I'm guessing its' probably a more popular book because the challenges weren't that difficult.
Very good points. How would Hell respond to a cleric casting a healing spell or opening a plane to the upper realms!
Druids would just have less utility in that beasts, plants, and other creatures that their spell list interacts with will be much less likely to be present in the hells. I would think they could do OK if they focused on buffs for their allies, healing, and what not. It would be a more limited approach to the class but would be interesting to explore based on what you said.
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Could a Totem Barbarian use commune with nature in Avernus which is the 1st plane of hell
Most likely, yeah, but it'd probably be heavily corrupted in its outcome
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yes but remember Hell landscape can alter while you are travelling.
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The adventure gives a little guidance on how various magics may be effected. Mage hand, for example presents as a claw. There's not a lot of firm guidance rather suggestions to warp or at least give magic a more infernal tone.
For Commune with Nature, acknowledging that Hell's landscape shifts, I'd say I'd allow the spell the guide the Barbarian to one destination, but not to trust the guidance on a return trip. One thing the adventure book suggests is that since internals communicate a lot with telepathy, they tend to leak into or tap into that sort of traffic. I know Commune with Nature isn't telepathy, but I think I'd have major internals know they've been spotted by the spell, unless the Barbarian had some sort of ring of mental protection.
One thing I'd encourage is figuring out what the infernal equivalent or corruption of the totem is. I'm not sure how it'd play out necessarily, and it might be best to keep it cosmetic. But I think an Abyssal chicken totem might be a fun lark.
Jander Sunstar is the thinking person's Drizzt, fight me.
Feels like Druids would have a really hard time in Hell...Probably the hardest class to play in that adventure.
There's actually an encounter that demonstrates that Druids can practice at least their spells in Hell, they just have to keep or renew their faith and not panic about being in Hell.
Curiously, or maybe not surprising (the adventure is a great idea with some good parts, but it's actually a pretty inconsistent work as discussed elsewhere in the forum), while some cosmetic and functional impacts on wizard/sorcerer spells is suggested in the book once the characters start wandering Hell, there's not much said about the impact Hell would have on Cleric and Druid magic. I think a decent DM can make note and provide enough atmospherics to imply whenever "do good" magic is performed the environment literally frowns on it. Hell is supposed to be a place of no hope. It's something that's I've expanded on is sort of critical to the run my party is making in it.
I agree your assumption does make a lot of common sense. I'm guessing it's one of those things where some groups may be more inclined to treat extra planar adventuring as truly alien environments that will possibly adversely affect their magic or other capabilities, but I'm guessing its' probably a more popular book because the challenges weren't that difficult.
Jander Sunstar is the thinking person's Drizzt, fight me.
Very good points. How would Hell respond to a cleric casting a healing spell or opening a plane to the upper realms!
Druids would just have less utility in that beasts, plants, and other creatures that their spell list interacts with will be much less likely to be present in the hells. I would think they could do OK if they focused on buffs for their allies, healing, and what not. It would be a more limited approach to the class but would be interesting to explore based on what you said.