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Foresight (Divination)

Sphere: Combat, Divination

Range: 200 yards

Components: V, S, M

Duration: 1 round/level

Casting Time: 4

Area of Effect: One being

Saving Throw: Special

This spell enables te priest to foresee the actions of a single creature two rounds into the future. For every three levels of experience, the caster can predict the actions of the target an additional round into the future to a limit of four rounds. For example, a 1st or 2nd level priest could foresee the actions of the spell target in the following two rounds, while a 3rd, 4th, or 5th level priest could foresee the actions of the spell target in the following three rounds. The casting priest must be able to see the target or read its mind (through the use of mind read, a potion of ESP, etc.) for the spell to work.

Priests benefiting from a foresight spell cannot be surprised by any action of their target creatures. For example, if a priest foresees that the target will cast a fireball spell, he could quaff a potion of fire resistance. Spellcasters who perceive the target will make any sort of physical attack receive a +4 bonus to their AC for that attack only as they anticipate their opponent's maneuver. Caster's also receive a +4 saving throw bonus vs. attacks such as area of effect spells and breath weapons but do not gain a saving throw where there is normally none granted.

If casters reveal their visions in any fashion that the targets of their spells can understand, the targets may adjust their actions accordingly. For example, if a spellcaster shouts "Everyone take cover, the wizard is casting a lightning bolt!", the wizard can change her spell selection. However, if the priest shouts in elvish and the enemy wizard does not speak elvish but the priest's comrades do, the effects of the foresight spell are unaffected.

The target of this spell is entitled to a secret saving throw vs. spell when this spell is cast. If the saving throw is failed, the priest receives a true vision. If the saving throw is successful, the spellcaster receives no benefit and the spell is wasted. If the targets rolls a 1, the spellcasting priest receives a false vision. This gives affected spellcasters a -4 penalty to their AC and saving throws for any predicted attacks they try to deliberately avoid.

The material components for this spell are the priest's holy symbol, a miniature silver hourglass filled with fine white sand worth at least 50 gp, and a small piece of amber. Only the last is consumed in the casting.

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