Augury (AG-ur-ee[5]) was a divination spell that learned whether a given action will be good or bad.


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.

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:

  • "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.

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.


A set of marked sticks, bones, or similar tokens of at least 25 gp value.[6]


  1. Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), pp. 207–211, 215. ISBN 978-0-7869-6560-1.
  2. Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), p. 59. ISBN 978-0-7869-6560-1.
  3. Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), pp. 63–64. ISBN 0-7869-1836-5.
  4. 4.0 4.1 Jonathan Tweet, Monte Cook, Skip Williams (August 2000). Player's Handbook 3rd edition. (Wizards of the Coast), p. 202. ISBN 0-7869-1551-4.
  5. Frank Mentzer (January 1985). “Ay pronunseeAYshun gyd”. In Kim Mohan ed. Dragon #93 (TSR, Inc.), p. 25.
  6. Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), p. 216. ISBN 978-0-7869-6560-1.

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