Nobody benefits from me trying to couch my words so let's just say it out load - the spell is useless.
Spending 10 minutes to cast a spell, and rolling 14-23 means having to immediately right now focus on a future choice. Assuming the choice and its consequences take place within 30 minutes, you STILL have a non-trivial chance of being actively led into danger. So. The spell is only useful in scenarios where you:
a) have ten minutes of spare time - at least! (you could fail to cast the spell or gain a non-augur effect which means you might need 20 or even 30 minutes to achieve the effect discussed here)
b) yet know you're about to make a choice during minutes 11-40 in the future. That alone is pretty specific and needlessly restrictive.
c) Even then, you have a 15-25% risk of getting the OPPOSITE result (remember, the only other result apart from "accurate" must be "inaccurate", and with only two results "sense of benefit"/"sense of harm", it logically follows that you're being actively led into danger or doom if the spell is inaccurate)
Folks, this is worthless.
But let's not keep complaining and instead be constructive!
The fundamental fix is to undo Goodman Games' change to what the 75% chance means. The spell was fine in its various D&D incarnations - here's an example of how the 14-17 result might look like:
14-17: The cleric has a hint of possible outcomes. He must spend the following round concentrating on a choice that must be made in the next 30 minutes. For example, he may be deciding which direction to turn in a dungeon or whether to enter a room. There is a 75% chance the cleric gets a sense of whether the action will be to his benefit or harm.
Otherwise he gets a sense of uncertainty.
Then we can improve the langue further with a commonly used clause for this type of spell:
14-17: The cleric has a hint of possible outcomes. He must spend the following round concentrating on a choice that must be made in the next 30 minutes. For example, he may be deciding which direction to turn in a dungeon or whether to enter a room. There is a 75% chance the cleric gets a sense of whether the action will be to his benefit or harm. Otherwise he gets a sense of uncertainty.
Re-trying gives the same result.
This frees the Cleric from being asked to cast and recast the spell over and over again.
Finally we can make sure the spell always gives
something - it is not strong enough to justify a significant risk of doing nothing even when you avoid the Failure result:
14-17: The cleric has a hint of possible outcomes. He must spend the following round concentrating on a choice that must be made in the next 30 minutes. For example, he may be deciding which direction to turn in a dungeon or whether to enter a room. There is a 75% chance the cleric gets a sense of whether the action will be to his benefit or harm. Otherwise he gets a sense of uncertainty,
and may spend the following round concentrating on another choice. The spell ends once he's been given a sense of either benefit or harm. Re-trying the same or an identical choice always gives the same result.
This way, the 75% doesn't mean "25% risk of being led to your doom". Instead it means "25% risk you can't get a read on what you most want to know, but you will get a read of some other choice you might ponder". (Remember, the spell being "not useful" is covered by results 1-11: Failure)
Zapp
PS. I have not taken a stance here on what to do with the 12-13 result. I've focused on arguing the spell absolutely needs a renovation, and I hope to have shown one possible way of fixing it.