Cleric 4
Range. 0
Duration. Special
Area of Effect. Special
Divination
Components. V, S, M
Casting Time. 1 turn
Saving Throw. None
Similar to an augury spell, a divination spell is used to determine information regarding an area.
The area can be a small woods, large building, or section of a dungeon level. In any case, its location must be known. The spell gives information regarding the relative strength of creatures in the area; whether a rich, moderate or poor treasure is there; and the relative chances for incurring the wrath of Evil or Good supernatural, super powerful beings if the area is invaded and attacked.
The base chance for correct divination is 60%, plus 1% for each level of experience of the cleric casting the spell, i.e. 65% at 5th level, 66% at 6th, etc. The Dungeon Master will make adjustments to this base chance considering the facts regarding actual area being divined. If the result is not correct, inaccurate information will be obtained.
The material components of the divination are a sacrificial creature, incense, and the holy symbol of the cleric. If an unusually potent divination is attempted, sacrifice of particularly valuable gems or jewelry and/or magic items may be required.