TL;DR I think this spell is mostly alright as is
The foresight spell is a 9th level spell touch-range spell that lasts for 8 hours, takes 1 minute to cast, and does not require concentration; it states:
You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.
Your spell is similar to this in its effects (except the +2 AC) but has a much shorter duration, can be cast mid-combat, requires concentration, and has significant downsides when it ends. Overall, I think these do help to balance out the spell (though comparing such drastically different levels of spells is difficult) but we can definitely conclude that your spell is far weaker than foresight which is a great start.
The Barbarian gets a feature gives them advantage on attack roll but also gives other advantage on attack rolls against the Barbarian.
Your spell though causes the target to have disadvantage on attack rolls and I think a problem with this is that they can choose simply not to attack and go do something else. I think switching this around to be similar to Reckless Attack would be a good move.
A comparison to haste
The haste spell is a 3rd level 30-foot range spell that lasts for 1 minute, takes an action to cast, and requires concentration; it states:
Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.
Your spell is similar to this in its non-effects (except the +2 AC) so let's compare those. If your spell were equal to haste in power then advantage on a single type of saving throw and getting a limited additional action would have to be equal to getting advantage on most saving throws (what's visible is up to the GM) and advantage on all attack rolls.
I don't believe this is the case though, in other words, your spell is somewhat (perhaps only slightly) overpowered.
The saving throw benefits are quite a significant jump in power, making it a great deal stronger than haste in that regard, but comparing the advantage on attacks with getting an additional action is complicated:
A Fighter would prefer 2 attacks made with advantage over 3 attacks made without if they have about a 50% chance of hitting (this difference gets worse - your spell gets more better than haste - as the Fighter gets more attacks).
A Warlock cannot do much with haste cast on them, but with your spell they get advantage on the attack rolls of eldritch blast; a much better trade for them.
It's hard to compare a "free" Disengage action or Hide action to flat advantage on attacks, but when talking about those who make more than one attack with their action, your spell likely benefits them more than haste does.
It's not a great deal of difference and comparing these spells isn't easy (playtesting is likely a great thing to try out) but I think the biggest flaw is the lethargy effect of your spell.
The lethargy effect can be abused
Let's assume that the lethargy effect even comes up in the midst of a combat (most battles I've seen with haste have had the combat end before the spell ends, but perhaps that's from the monsters not focusing entirely on the caster of haste):
With haste, suffering from the lethargy means you can't do basically anything; you just sit there for an entire turn and can't escape, leave, vanish, or anything similar.
With your spell, the lethargy does not actually stop you. You can teleport away, sprint away, or do just something besides attack. The only thing you have to look out for is the disadvantage on saving throws, which might not even come up.
Another problem is that if somebody were under the lethargy effects and really wanted to get out of them, you could just cast the spell on them again. All the effects would cancel each other out for that one turn and then the target would get nine turns of fully benefiting from the spell.
Overall, I think this spell is somewhat better than haste because it is useful to more people, grants stronger saving throw advantages, and the lethargy effect is actually less detrimental. That said, comparing a "free" action with advantage on attacks is difficult and if the lethargy granted attackers advantage like Reckless Attack does, I think this spell would be similar enough in power to haste where playtesting would be a great idea.