Spells (3e)

NameAugury
Subschool
Descriptors
LevelClr 2
ComponentsV, S, F
CastingTime1 action
RangePersonal
TargetThe character
Effect
Area
DurationInstantaneous
SavingThrow
SpellResistance
Description

An augury can tell the character whether a particular action will bring good or bad results for the character in the immediate future.

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 is so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the augury succeeds, the character gets one of four results:

  • "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, the character gets the "nothing" result. A cleric who gets the "nothing" result has no way to tell whether it resulted from a failed or successful augury.

The augury can see into the future only about half an hour, so anything that might happen after that does 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 use the same dice result as the first augury.

BaseSpell
XPCost
FocusWorth at least 25 gp value.
MaterialComponents
BlurbLearns whether an action will be good or bad.
id24
SchoolDivination