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Determines whether an action will bring benefit or harm.



Debuted in the Player's Handbook as a cleric spell. The Dungeon Master's Guide elaborates upon it.

Level: 2 School: Divination
Components: V, S, M (gem-inlaid sticks or dragon bones, and the wet leaves of an infusion including a crushed 100 gp pearl, left in the container after the infusion is consumed)
Range: Caster Casting Time: 2 rounds
Duration: Special Saving Throw: None
Target: Caster

Divines whether a specific action to be undertaken in the next 3 turns will be beneficial or harmful to the party. The base chance for a successful divination is 70%, +1%/caster level. The DM can make further adjustments.

DM Advice: You don't need ot be overly exact about what you tell the caster -- simply compare the knowledge you have and give the character the general impression of what might lie ahead.

Creative origins

Augury may be inspired by a divinatory practice reportedly used by the Germanic peoples. According to the Roman historian Tacitus around 98 AD:[1]

"Augury and divination by lot no people practise more diligently. The use of the lots is simple. A little bough is lopped off a fruit-bearing tree, and cut into small pieces; these are distinguished by certain marks, and thrown carelessly and at random over a white garment. In public questions the priest of the particular state, in private the father of the family, invokes the gods, and, with his eyes towards heaven, takes up each piece three times, and finds in them a meaning according to the mark previously impressed on them. If they prove unfavourable, there is no further consultation that day about the matter; if they sanction it, the confirmation of augury is still required."


  1. Germania, 10, Wikisource