| 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]
- Spells
- Divination spells
- Spells with icon
- Spells missing pictures
- Level 9 innate spells
- Level 9 druid spells
- Druid spells
- Level 9 sorcerer/wizard spells
- Sorcerer/wizard spells
- Other spellcaster spells
- Verbal and Somatic spells
- Touch range spells
- Unknown/special duration spells
- Spells without a save
- Spells without spell resistance
- Non-hostile spells
- Spells that can be Empowered
- Spells that can be Extended
- Spells that can be Maximized