Augury Spell: Reading the Near Future Before It Bites

Some doors should be opened. Some should be left shut. Augury lets the wise ask before the hinge turns.

Marked bones scatter across dark cloth. Incense coils above carved lots while armed companions wait. The question is not what the whole future holds, but whether one contemplated act carries a favourable omen, a harmful one, or something between.

Augury judges a contemplated action; it does not reveal hidden information. It can warn whether opening the gate, accepting the invitation, taking the road, entering the vault, or beginning the bargain carries good or bad results. It does not explain the hidden cause. The choice remains with the characters.

A diviner reads bones, carved lots, shells, and smoke before a dangerous decision.

Augury

Level 2 Divination — Cleric, Druid, Wizard
Casting Time: 1 minute or Ritual
Range: Self
Components: V, S, M
Duration: Instantaneous
Material: Specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP
School: Divination

You receive an omen from an otherworldly entity concerning the results of a course of action that you plan to take within the next 30 minutes. The GM chooses the omen.

Omen Results
Weal Good
Woe Bad
Weal and woe Good and bad
Indifference Neither good nor bad

The spell does not account for circumstances that might change the results, such as the casting of other spells.

If you cast Augury more than once before finishing a Long Rest, each casting after the first carries a cumulative 25 percent chance that you receive no answer.

Augury

Divination
Level: Cleric 2, Medium 2, Occultist 2, Oracle 2, Psychic 2
Level: Sahir-Afiyun 2, Shaman 2, Spiritualist 2, Warpriest 2, Witch 2
Casting Time: 1 minute
Components: V, S, M, F
Range: Personal
Target: You
Duration: Instantaneous
School: Divination

Augury tells you whether a particular action will bring good or bad results for you in the immediate future.

The base chance of receiving a meaningful reply is 70% + 1% per caster level, to a maximum of 90%. The GM makes the roll secretly. A sufficiently straightforward question can make a successful result automatic, while a question that is too vague may have no chance of success.

Result Meaning
Weal The action will probably bring good results.
Woe The action will probably bring bad results.
Weal and woe The action will probably bring both good and bad results.
Nothing The action does not have especially good or bad results.

If the spell fails, the result is Nothing. A caster receiving Nothing cannot tell whether the spell failed or whether Nothing was the correct result.

Augury sees only about half an hour into the future. Anything that happens after that does not affect the result, so a choice that appears favourable in the immediate future may still have serious long-term consequences.

All auguries cast by the same person about the same topic use the same die result as the first casting.

Material Component: Incense worth at least 25 gp.

Focus: A set of marked sticks or bones worth at least 25 gp.

Additional access: The Fate subdomain replaces its 2nd-level domain spell with Augury. Sorcerers of the Dreamspun and Harrow bloodlines gain Augury as their bonus spell at 5th level.

Augury

Divination — Cleric 2
Level: Cleric 2
Components: V, S, M, F
Casting Time: 1 minute
Range: Personal
Target: You
Duration: Instantaneous

Augury tells you whether a particular action will bring good or bad results for you in the immediate future.

The base chance of receiving a meaningful reply is 70% + 1% per caster level, to a maximum of 90%. The DM makes the roll secretly. A sufficiently straightforward question may make a successful result automatic, while a sufficiently vague question may have no chance of success.

Result Meaning
Weal The action will probably bring good results.
Woe The action will probably bring bad results.
Weal and woe The action will probably bring both good and bad results.
Nothing The action does not have especially good or bad results.

If the spell fails, the result is Nothing. A caster receiving Nothing cannot tell whether it resulted from a failed augury or from a successful augury whose correct result was Nothing.

The spell can see only about half an hour into the future. Events occurring later do not affect its answer, even when they are long-term consequences of the contemplated action.

All auguries cast by the same person about the same topic use the same die result as the first casting.

Material Component: Incense worth at least 25 gp.

Focus: A set of marked sticks, bones, or similar tokens worth at least 25 gp.

Asking a Good Augury

The spell works best when the caster names a specific action they intend to take. Augury judges that decision. It does not answer a general question about the world.

Good Augury Questions

  • “What omen attends opening the sealed bronze door now?”
  • “What omen attends accepting the prince’s invitation tonight?”
  • “What omen attends taking the northern road when we leave?”
  • “What omen attends handing the prisoner to these guards?”

Questions to Reframe

  • “What is behind the door?”
  • “Who betrayed us?”
  • “Where is the treasure?”
  • “Will we win the war?”

“What is behind the door?” is not an Augury question. “What omen attends opening the door?” is.

The omen does not reveal its cause. Woe might mean an ambush, curse, poisoned cup, hostile witness, legal trap, collapsing floor, or danger the characters have not imagined. The spell warns without solving the mystery.

Running Augury at the Table

Establish the action the characters actually intend to take, judge its likely results according to the edition being played, and give the corresponding omen. The answer should be useful without becoming an explanation of everything waiting ahead.

Weal means good results; it does not promise victory, safety, treasure, or lasting happiness. Woe means bad results; it does not necessarily mean death or catastrophe.

Weal and woe is appropriate when the contemplated action carries genuine benefit and genuine harm. Opening a vault may recover the needed relic and awaken its guardian. Exposing a corrupt official may reveal the truth while putting the accusers in immediate danger. Rescuing a captive may save a life while revealing the party’s presence to an enemy.

A neutral omen also depends on edition. Current 5.5e calls it Indifference. Pathfinder 1e and D&D 3.5e use Nothing, with the added uncertainty that a failed augury can also produce Nothing.

The spell is strongest when it sharpens a decision without making that decision for the players. Scouting, investigation, negotiation, caution, and judgement still matter after the bones have fallen.

Augury in 1454

In 1454, even a narrow glimpse of supernatural judgement can influence decisions far beyond an adventuring company. Princes consult diviners before arrests, negotiations, dangerous audiences, hunts, and sudden military moves. Councillors in Free Imperial Cities may commission a reading before sending an embassy through hostile territory or committing civic money to an uncertain venture. Wealthy guilds and merchant companies can afford to seek an omen before risking caravans, ships, valuable cargo, or politically dangerous contracts.

The spell’s 25-gp ritual apparatus or incense helps shape who can use it routinely. A prosperous merchant house may regard that expense as cheap insurance before committing a fortune to the road. A mercenary company may keep a professional diviner close to its captain. A prince can maintain several practitioners at court. For poorer households, the same sum makes a genuine Augury an exceptional expense reserved for a marriage, inheritance, journey, accusation, dangerous bargain, or other decision whose consequences justify the cost.

Mercenary commanders value the spell because its question can be narrow without being trivial. A captain may seek an omen before attempting a particular ford, storming a gate, riding through a mountain pass, accepting a night’s truce, or moving the company before dawn. Augury cannot disclose the enemy’s whole battle plan, but it can make one immediate choice less blind.

Shipmasters and merchant syndicates use it in much the same way. An omen may be sought before sailing, trusting an unfamiliar pilot, entering a contested port, unloading suspicious cargo, or agreeing to carry a politically dangerous passenger.

Learned natural philosophers have a deeper problem. In its current 5.5e expression, the omen comes from an otherworldly entity. What, precisely, has answered?

Different schools offer different classifications. Some speak of intermediary spirits or planetary intelligences. Others argue for ancestral powers, fey minds, planar beings, local genii, or intelligences whose nature is still imperfectly understood. The existence of the answer is easier to demonstrate than the nature of the answerer, and disputes over that distinction can occupy court scholars, universities, private circles, and master-apprentice traditions for generations.

Historical and Mythic Context

The historical name fits the spell unusually well. Roman auspices were fundamentally practical: they could favour or oppose an undertaking without providing a detailed narrative of everything that would happen afterward. In that sense, Roman augury is strikingly close to the tabletop spell—an omen over a proposed act rather than a complete revelation of the future. A useful surviving overview can be found in the LacusCurtius account of Roman augury and auspices.

The world of 1454 also has its own learned traditions of divination. The British Library’s Sloane MS 314, dated 1425–1449, preserves a treatise on geomancy alongside Geoffrey Chaucer’s Treatise on the Astrolabe and an account of a necromantic ritual. Astronomical instruction, geomancy, and ritual material could therefore circulate together within a single fifteenth-century learned manuscript.

John William Waterhouse, Consulting the Oracle (1884). A later artistic vision of oracular consultation rather than a literal depiction of Roman augury. Public-domain provenance via Wikimedia Commons.

For a more powerful expression of the oracular tradition within SpiralWorlds, see the Pythia, Delphic Oracle, whose magic moves beyond simple omens into deeper divination and direct supernatural counsel.

Mythically, Augury preserves the tension between knowing an omen and controlling an outcome. A warning may be correct and still be ignored. A favourable sign may encourage disastrous overconfidence. A mixed omen may tempt someone into believing the benefit can be taken while the price is somehow avoided.

The unseen world speaks, but it does not take the next step for the living.

Related Divinations

Adventure Hooks

The Silent Lots

A respected civic diviner repeatedly receives no useful answer whenever prisoners connected to one particular magistrate are involved. The official calls the silence proof that the cases are unremarkable. The diviner believes something has learned how to stand between the question and whatever answers.

Weal at the Plague Gate

The party asks what omen attends entering a sealed district and receives Weal. Survivors remain inside, but saving them is only one reason something beyond the barricades wants the gates opened.

The Prince Who Ignored Woe

A young ruler receives Woe before a private peace conference and rides there anyway. He returns alive and apparently triumphant. Only later does anyone realise which promise, hostage, witness, or marriage clause made the omen true.

Augury at the Table

Zee Bashew’s Animated Spellbook captures the spell’s central tension: Augury is deliberately broad enough to leave judgement in the players’ hands, while still giving them meaningful supernatural guidance before a dangerous choice.

This video predates the current 5.5e wording; use the edition mechanics above for current rules.

5.5e rules attribution: This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at D&D Beyond. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License.

Pathfinder Roleplaying Game and D&D 3.5 rules material presented here includes Open Game Content under the Open Game License v1.0a.

Scroll to Top