Cleric 2
Range. 0
Duration. Special
Area of Effect. The caster
Divination
Components. V, S, M
Casting Time. 2 rounds
Saving Throw. None
The cleric casting an augury spell seeks to divine whether an action in the immediate future (within 3 turns) will be for the benefit of, or harmful to, the party.
The base chance for correctly divining the augury is 70%, plus 1% for each level of the cleric casting the spell, i.e. 71% at Ist level, 72% at 2nd, etc. Your referee will determine any adjustments due for the particular conditions of each augury.
For example, assume that a party is considering the destruction of a weird seal which closes a portal. Augury is used to find if weal or woe will be the ultimate result to the party.
This is a general future determinant with only a half hour maximum, so [the referee] need not be too exacting with regard to your vagueness.
When the augury is cast, simply compare the knowledge you have and give the character general impressions of the question asked. "Will we do well if we venture onto the third level?" Answer: "Those who survive will be rich!"
Basis: You have a terrible troll near where the character will enter the level (if he does), but the probable party is strong enough to beat it after a hard fight, and the monster guards 10,000 silver pieces and a +1 shield.
The material component for augury is a set of gem-inlaid sticks, dragon bones, or similar tokens, or the wet leaves of an infusion which remain in the container after the infused brew is consumed. If the last method is used, a crushed pearl of at least 100 g.p. value must be added to the concoction before it is consumed.