Augury (pronounced: /ˈɑːgɜːriAG-ur-ee[7] Loudspeaker listen) was a divination spell that learned whether a given action will be good or bad.[citation needed]


An augury spell could tell you whether a particular action will bring good or bad results for you in the immediate future. For example, if a party is considered destroying a weird seal that closes a portal, an augury might determine whether it's a good idea.[citation needed]

The base chance for receiving a meaningful reply is 70% + 1% per caster level; the DM makes the roll secretly. The DM may determine that the question was so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the augury succeeds, you get one of four results:[citation needed]

  • "Weal" (if the action will probably bring good results).
  • "Woe" (for bad results).
  • "Weal and woe" (for both).
  • "Nothing" (for actions that don't have especially good or bad results).

If the spell fails, you got the "nothing" result. A cleric who gets the "nothing" result had no way to tell whether it resulted from a failed or successful augury.[citation needed]

The augury could see into the future only about half an hour, so anything that might have happen after that did not affect the augury. Thus, it might miss the long-term consequences of the contemplated action. All auguries cast by the same person about the same topic within half an hour use the same dice result as the first augury.[4]


After the sundering the spell was altered little: after casting a second time or more before a long rest the spell became about 25% more unreliable. When the wrong answer was to be given the spell gave any one of the answers.[citation needed]


A set of marked sticks, bones, or similar tokens of at least 25 gp value.[8]