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Augury Spell: Reading the Near Future Before It Bites

Augury Spell: Reading the Near Future Before It Bites
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A priest casts marked bones across a strip of black cloth. A druid watches smoke coil from costly incense. A court seer counts the fall of carved sticks while a prince waits to hear whether the hunt, treaty, voyage, arrest, ambush, bargain, marriage, or midnight road will end in blessing or ruin.

Augury does not reveal the whole future. It does not name every enemy, uncover every hidden motive, or spare the caster from judgement. It gives an omen about one intended course of action in the immediate future. That makes it one of the most useful low-level divinations in play: small enough to be cast before the next dangerous choice, but serious enough to change what the party dares to do.

The spell answers in broad terms. A proposed action may bring weal, woe, weal and woe, or nothing. The answer is not a prophecy of destiny. It is a warning about the likely shape of the next half hour. Used well, Augury turns blind confidence into informed risk. Used badly, it becomes a ritual way to ask vague questions and receive useless silence.

Quick Rules Reference

  • Spell Type: Divination
  • Spell Level: 2nd-level spell
  • Casting Time: Slow enough to require a pause, prayer, rite, or reading
  • Range: Self / personal omen
  • Duration: Instantaneous
  • Core Use: Ask whether a specific intended action will bring good results, bad results, mixed results, or no especially strong result in the near future
  • Best Questions: Immediate, concrete, and action-based
  • Poor Questions: Vague plans, long-term outcomes, general fate, hidden lore, or questions covering too many possible actions
  • Omen Results: Weal, Woe, Weal and Woe, or Nothing
  • Main Limit: The spell only concerns the near future, usually about the next half hour
  • Repeat Casting: Repeating the same question should not let the caster fish for a better answer

Effect

Augury gives the caster a supernatural omen about a course of action they are about to take. The spell is strongest when the question is immediate and specific: “Will entering this sealed shrine now bring good or bad results for us?” is a proper Augury question. “Will this expedition succeed?” is usually too broad.

The answer does not explain why. A result of woe may mean an ambush, a curse, a legal trap, a collapsing floor, a poisoned feast, or the arrival of someone the party is not ready to face. Weal and woe means the action probably brings both benefit and harm: treasure behind the door, but a bound guardian with it; rescue of a prisoner, but exposure to plague; victory in a duel, but political reprisal.

Nothing is the most dangerous answer to misread. It may mean the action has no especially strong good or bad result in the spell’s time frame. It may also mean the omen failed or the question was too vague to carry an answer, depending on the edition being used.

Augury should not replace scouting, caution, negotiation, or player judgement. It is a warning bell, not a map.

Mechanics Tabs

The rules below are mechanics compatible for different game editions.

  • Augury Spell 5.5e / 2024
  • Augury Spell Pathfinder 1e / 3.5e
  • Augury Spell 3.0e
Augury Spell: Reading the Near Future Before It Bites
Imaged created with chat gpt

Augury
2nd-Level Divination

Casting Time: 1 minute, or Ritual
Range: Self
Components: Verbal, Somatic, Material
Material Component: Specially marked sticks, bones, cards, carved lots, shells, or similar divinatory tokens worth at least 25 gp
Duration: Instantaneous

Alternative Spell Name: The Near Omen

You perform a brief divinatory rite and ask about the results of a specific course of action that you intend to take within the next 30 minutes. The GM chooses one of the following omens:

  • Weal: The action is likely to bring good results.
  • Woe: The action is likely to bring harmful results.
  • Weal and Woe: The action is likely to bring both good and harmful results.
  • Nothing: The action is not likely to bring especially good or harmful results within the spell’s time frame.

The spell does not account for consequences that occur beyond the near future. A course of action that seems safe now may still have disastrous results later.

If the same creature casts Augury again before finishing a Long Rest and asks about the same course of action, the GM should give the same omen. Recasting the spell should not allow the caster to force a clearer or more favourable answer.

Notes

  • The question must be about an intended action, not a general subject.
  • “Should we open the bronze door now?” is valid.
  • “What is behind the bronze door?” is not Augury; that is investigation, scouting, or a stronger divination.
  • “Will this war end well?” is too broad.
  • “Will accepting the baron’s invitation tonight bring immediate harm?” is valid.
  • The spell gives an omen, not an explanation.
  • The GM should answer from the likely outcome based on the world as it currently stands.
  • The spell does not guarantee success if the party acts foolishly after receiving the omen.
  • The spell should not be used to reroll the future. Repeating the same question should preserve the first meaningful omen.

Augury
Divination

Level: Cleric 2
Components: Verbal, Somatic, Material, Focus
Casting Time: 1 minute
Range: Personal
Target: You
Duration: Instantaneous

Augury tells the caster whether a particular action will bring good or bad results 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 this roll secretly. A very straightforward question may receive an automatic meaningful result. A vague, confused, or overly broad question may have no chance of success.

On a successful result, the caster receives one of the following answers:

  • 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 seem likely to bring especially good or bad results.

If the spell fails, the caster receives Nothing. The caster cannot tell whether Nothing means the spell failed or whether the action truly carries no strong omen.

Augury sees only about half an hour into the future. Anything likely to happen after that period does not affect the answer. A choice may receive Weal in the short term and still lead to disaster later.

All Augury spells cast by the same creature about the same topic use the same dice result as the first casting.

Material Component: Incense worth at least 25 gp.
Focus: A set of marked sticks, bones, carved lots, shells, knucklebones, cards, or similar tokens worth at least 25 gp.

Notes

  • The GM rolls secretly because uncertainty is part of the spell.
  • The spell should not be used as a repeatable decision engine.
  • If the players ask a vague question, ask them to restate it as a specific intended action.
  • If they refuse or cannot narrow it, Nothing is usually the right answer.
  • The spell does not reveal hidden creatures, secret motives, treasure locations, passwords, exact odds, names, maps, or causes.
  • It answers whether the proposed action is likely to bring good or bad results soon.
  • A failed Augury and a true Nothing result are deliberately indistinguishable to the caster.
Augury
By John William Waterhouse – Christie’s, LotFinder: entry 5263447 (sale 7823, lot 19), Public Domain, https://commons.wikimedia.org/w/index.php?curid=7715929

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

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

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

The base chance for receiving a meaningful reply is 70% + 1% per caster level, to a maximum of 90%; this roll is made secretly. A question may be 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:

  • 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 get the “nothing” result. A cleric who gets the “nothing” result has no way to tell whether it was the consequence of 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 result. Thus, the result might not take into account the long-term consequences of a contemplated action. All auguries cast by the same person about the same topic use the same dice result as the first casting.

Material Component Incense worth at least 25 gp.

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

Best Wording for an Augury Question

The best Augury questions name a specific action, a short time frame, and the people affected.

Strong questions include:

  • “Will opening this sealed door now bring us weal or woe?”
  • “Will accepting the reeve’s invitation tonight bring immediate harm to our company?”
  • “Will crossing the marsh by the old causeway before dusk bring good or bad results?”
  • “Will burning the cursed wagon here and now bring woe to the village?”
  • “Will handing the prisoner to the duke’s men within the hour bring weal or woe?”

Weak questions include:

  • “Is the door dangerous?”
  • “What should we do next?”
  • “Will we win?”
  • “Is the baron evil?”
  • “Will this plan work?”
  • “Are we safe?”

The spell is not a conversation with fate. It is a sacred test of one intended act.

When Augury Matters

Augury is most useful immediately before a meaningful choice.

It matters when the party is about to:

  • Enter a sealed room, tomb, shrine, cave, tower, or plague house.
  • Accept a suspicious invitation.
  • Take a dangerous road before nightfall.
  • Open a chest, sarcophagus, gate, reliquary, or forbidden book.
  • Launch an ambush within the next half hour.
  • Drink from a strange spring.
  • Trust a guide, prisoner, messenger, or informant for an immediate task.
  • Perform a risky rite, bargain, or public accusation.

Augury is weakest when the party uses it to ask for plot answers. It should not replace mystery solving. It should sharpen the risk around a choice the players are already about to make.

How to Adjudicate Augury as the GM

The cleanest method is to ask three questions behind the screen:

  1. What exact action are they proposing?
  2. What is likely to happen in the next half hour if they do it?
  3. Does that outcome mostly help them, harm them, do both, or do neither strongly?

Then answer with the omen.

Do not over-explain. The power of Augury is that the answer is useful but incomplete. A good omen creates tension rather than removing it.

Example Results

Question: “Will opening the iron-bound chapel door now bring us harm?”
Likely Truth: There is an undead guardian inside, but also the relic they need.
Answer: Weal and Woe.

Question: “Will taking the north road before sunset be good for us?”
Likely Truth: It is faster and avoids the flooded bridge, but bandits are waiting there.
Answer: Weal and Woe, or Woe if the ambush is severe.

Question: “Will accusing the reeve at dinner tonight bring justice?”
Likely Truth: The accusation is true, but his men will arrest the party before proof is shown.
Answer: Woe.

Question: “Will buying rope at the market be good?”
Likely Truth: Nothing especially significant follows in the next half hour.
Answer: Nothing.

Question: “Will entering the vault now let us survive?”
Likely Truth: The party will survive the first half hour and recover treasure, but opening the vault also releases a curse whose consequences begin later.
Answer: Weal, or Weal and Woe if the curse begins to show within the spell’s time frame.

Question: “Will our campaign against the duke succeed?”
Likely Truth: Too broad, too long-term, and not an immediate course of action.
Answer: Nothing.

What Augury Should Not Do

Augury should not:

  • Reveal the correct solution to a mystery.
  • Replace interrogation, travel, scouting, research, or negotiation.
  • Identify the exact danger.
  • Predict long-term political consequences.
  • Give tactical combat previews.
  • Answer “who,” “where,” “why,” or “how” questions.
  • Let repeated casting wear down uncertainty.
  • Punish the GM into revealing secrets the spell does not actually reach.

The spell is strongest when it keeps the players responsible for the choice.

Why This Spell Is Dangerous in the World

Augury is dangerous because it gives limited certainty to people already close to power.

A village priest who can tell whether a trial, marriage, harvest rite, execution, voyage, or accusation carries woe has influence beyond ordinary counsel. A court diviner who answers before a prince signs a treaty may change the path of a realm. A war-priest who casts marked bones before a raid can save lives, or condemn them, depending on who hears the omen and who chooses to ignore it.

The danger is not that Augury reveals everything. It is that it reveals just enough. A ruler may delay a judgement because the tokens show woe. A guild may refuse a caravan road because the smoke curls badly. A family may cancel a wedding. A captain may choose another gate. A condemned prisoner may live one more night because the bones fall wrong.

In a world where gods, spirits, ancestors, fey powers, and stranger forces are real, even a small omen has weight. People remember when the priest warned them and they did not listen.

When Augury Appears

Augury belongs in scenes where characters are close to a decision and cannot safely gather perfect information.

It fits well in temples, shrines, plague houses, royal courts, battlefield chapels, druidic groves, ship decks before a storm, market squares before executions, crossroads before night travel, and tomb entrances where the dead have not been quiet.

The spell also works beautifully as a cultural detail. Not every Augury is a polished temple rite. Some casters read bones, knotted cords, marked stones, wax drippings, bird flight, smoke, sacred lots, cards, shells, or the cracks in a heated shoulder blade. The rules stay the same, but the rite should reflect the caster’s people, god, land, and tradition.

Spells That Work Well Beside Augury

Detect Magic helps identify whether magic is present before Augury judges the risk of interacting with it.

Speak with Dead can provide testimony or warning, while Augury tests whether acting on that information now is wise.

Locate Object can point the way to a desired item, while Augury asks whether going there immediately brings weal or woe.

Divination is better for broader divine guidance, while Augury is better for the next dangerous step.

Commune can answer higher-order sacred questions, while Augury handles immediate action and consequence.

Adventure and Worldbuilding Hooks

The Bones Say Nothing

A respected temple oracle gives Nothing before every public execution for a month. The magistrates claim this proves the condemned deserve no divine protection. The older priests are terrified, because the bones have stopped answering only around cases touched by the same hidden official.

Weal at the Plague Gate

The party asks whether entering a sealed plague district will bring woe. The answer is Weal. Inside, the living can still be saved, but the reason the omen was favourable is not mercy. Something worse than death is using the quarantine to choose who remains alive.

The Prince Who Ignored Woe

A young ruler receives Woe before riding to a peace meeting and goes anyway to prove courage. He returns alive, but the wrong hostage, the wrong promise, or the wrong marriage clause now threatens the realm. The spell was not wrong. The harm has only begun.

Historical and Mythic Context

Augury belongs to one of the oldest forms of sacred decision-making: asking the unseen world whether an intended action is favoured, dangerous, mixed, or empty of omen. Before written spellbooks, formal magical colleges, and court astrologers, rulers, priests, captains, families, hunters, merchants, and travellers watched birds, smoke, bones, entrails, lots, dreams, weather, and ritual signs before making choices that might bring blessing or disaster.

In ancient Rome, augurs interpreted signs connected especially with the behaviour and flight of birds. Their work was not merely private superstition. It touched public action, warfare, office, law, sacred timing, and the legitimacy of major decisions. A campaign, assembly, appointment, judgement, treaty, or public undertaking could be shaped by whether the signs were favourable.

The spell also echoes the wider tradition of divination, in which ritual practice seeks knowledge from gods, spirits, ancestors, fate, or the hidden order of the world. The marked sticks, bones, cards, shells, or lots used by the caster make the omen physical and local. It is not abstract information. It is something cast, drawn, counted, watched, inhaled, heard, or read.

In a late medieval campaign world, Augury is powerful because uncertainty governs so much of life. Roads are dangerous. Law is local. Illness may be natural, cursed, or both. A noble invitation may be honour or trap. A shrine may be holy, haunted, or claimed by something older than the village around it. A spell that answers only weal, woe, weal and woe, or nothing feels limited at the table, but within the world it can decide whether people march, marry, accuse, flee, bury, crown, sail, or wait.

Mythically, Augury does not make the future safe. It preserves the old tension between fate and choice. The sign may be true, but the living must still interpret it. A warning can be ignored. A favourable omen can be misunderstood. A mixed omen can tempt the proud into believing they are clever enough to take the blessing and avoid the cost.

The best use of Augury keeps that sacred tension intact. It does not turn fate into a set of instructions, and it does not reveal the whole road ahead. It gives a sign over the next step, then leaves the caster to decide whether wisdom, fear, courage, or arrogance will guide the hand.

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