Foresight
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Foresight
Roll +X Dice where X is the amount of Foresight stacked.
Foresight gained on your current turn will increase the Dice available on your next turn.
All stacks are removed after dice roll.
Spells
Fire
Water
- Channel Azur: Gain Block. Gain 1 Foresight.
- Upgrade A: Increase base Block gained by 6.
- Upgrade B: Add 2 Charge to spell permanently. Reduce Socket cost to to .
- Mental Reservoir: Roll 5 Dice.
- Prescience: Gain 2 Foresight.
- Replenish Azur: Gain Block where X is the value of the die spent to cast. Reroll spent die.
- Upgrade A: Increase Mana Socket to accept dice valued from to .
- Upgrade B: When Gaining Foresight: Add 1 Charge to this spell for one turn.
Earth
- Impure Ritual: Gain 2 Foresight. Receive 1 Curse.
- Upgrade A: Add 2 Charges to Spell permanently.
- Upgrade B: Increase base Foresight gained by 1.
Void
- Omniscience: Reroll spent die. Gain 1 Foresight.
- Upgrade A: Add 1 Charge to spell permanently.
- Upgrade B: Increase Mana Socket to accept dice valued from to .
Artifacts
- Guiding Eye: At end of turn: If less than 6 Spells were cast, gain 1 Foresight.
- Sight Shield: Whenever gaining Foresight: Gain 4 Block.
Potions
- Presence of Mind: Gain 3 Foresight.
Rituals
Water
- Ossuary's Touch:
2 : Enchant 2 random Dice with Icy
3 : Gain 1 Foresight and 1 Gravechill
Runes
- Mystic Rune: Add Effect: On Foresight gained: Add 1 Charge to runed Spell.
- Vision Rune: Add Effect: When runed Spell is Depleted: Gain 1 Foresight.