Foresight
Spell Information
Spell level : Innate level: 9, Druid: 9, Sorcerer/Wizard: 9, Other: Cleric with Knowledge or Fate domain 9
School : Divination
Components : Verbal and Somatic
Range : Touch
Target/Area : Self
Duration : 6 seconds for every 4 DC points
Save : No
Spell resistance : No



Description

This spell grants you a powerful sixth sense in relation to yourself. Once foresight is cast, you receive instantaneous warnings of impending danger or harm to the subject of the spell. You would for example be warned in advance if a rogue were about to attempt a sneak attack on you, or if a creature were about to leap out from a hiding place, or if an attacker were specifically targeting you with a spell or ranged weapon. In addition, the spell gives you a general idea of what action you might take to best protect yourself—duck, jump right, close your eyes, and so on—and gives you a +4 insight bonus to AC and Reflex saves. You become immune to sneak attacks for the duration of the spell, but may still be critically hit.

Foresight's duration does not depend on your casterlevel, unlike other spells. Instead it lasts one round for every four points of spell Save DC. You gain three additional rounds for every Divination spell school focus feat you posses.

Gameplay Notes

This spell is based on what the Premonition spell is in traditional PnP. That spell was adapted to NWN2 differently by Bioware and Obsidian, hence Foresight.

See also: d20SRD Forsight [1]