|This article or section contains Dungeons & Dragons gameplay mechanics in violation of the "no crunch" rule.
Please help improve this article by removing the relevant information or rewriting it so as to reflect an in-universe perspective.
|This article or section includes a list of references or external links, but its sources remain unclear because it lacks in-text citations.
You can improve this article by introducing more precise citations.
The spell foresight granted the caster powerful warnings about the future.
This spell grants you a powerful sixth sense in relation to yourself or another. Once the spell is cast, you receive instantaneous warnings of impending danger or harm to the subject of the spell. Thus, if you are the subject of the spell, you would 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 an unexpected direction, or if an attacker were specifically targeting you with a spell or ranged weapon. You are never surprised or flat-footed. 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 +2 insight bonus to AC and to Reflex saves. This insight bonus is lost whenever you would lose a Dexterity bonus to AC.
When another creature is the object of the spell, you receive warnings about that creature. You must communicate what you learn to the other creature for the warning to be useful, and it can be caught unprepared in the absence of such a warning. Shouting a warning, yanking a person back, and even telepathically communicating (via an appropriate spell) can all be accomplished before some danger befalls the spell subject, provided you act on the warning without delay. The subject, however, does not gain the insight bonus to AC and Reflex saves.
- ↑ 1.0 1.1 1.2 slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), pp. 24,26. ISBN 0-7869-0437-2.
- ↑ 2.0 2.1 Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), pp. 207–211, 243. ISBN 978-0-7869-6560-1.
- ↑ David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), p. 195. ISBN 0-88038-716-5.
- ↑ Loren Coleman (1995). Chronomancer. (TSR, Inc), p. 41. ISBN 978-0786903252.
- ↑ Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 153. ISBN 978-1560763581.
- ↑ slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), pp. 121–122. ISBN 0-7869-0437-2.
- ↑ Spell Index. Consolidated Lists. Wizards of the Coast. (2005-12-19). Retrieved on 2007-06-10.
- ↑ Jeff Grubb and Ed Greenwood (1990). Forgotten Realms Adventures. (TSR, Inc), p. 152. ISBN 0-8803-8828-5.
- ↑ Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook 3.5 edition. (Wizards of the Coast), p. 233. ISBN 0-7869-2886-7.