some questions regarding Contingency

Aleolus

First Post
OK, Contingency states that no spell higher than 6th level can be activated with it, that you can only have 1 Contingent spell at a time, and that the trigger for it must be clearly stated. So I was wondering the following

1. Does the Contingent spell need to be another one the character can cast, or can it be a spell they have seen someone else cast, or through a scroll or something?

2. What is the most effective healing spell you can have it with?

3. Would "Whenever I take damage/get hurt" be an appropriate trigger?
 

log in or register to remove this ad

Aleolus said:
1. Does the Contingent spell need to be another one the character can cast, or can it be a spell they have seen someone else cast, or through a scroll or something?
"You" prevents other casters from helping. Scrolls and spell trigger items could work though if the DM is cool with it.
2. What is the most effective healing spell you can have it with?
Are you a cleric?
3. Would "Whenever I take damage/get hurt" be an appropriate trigger?
If you are trying to waste the contingency, sure!

Contingency
Evocation
Level: Sor/Wiz 6
Components: V, S, M, F
Casting Time: At least 10 minutes; see text
Range: Personal
Target: You
Duration: One day/level (D) or until discharged

You can place another spell upon your person so that it comes into effect under some condition you dictate when casting contingency. The contingency spell and the companion spell are cast at the same time. The 10-minute casting time is the minimum total for both castings; if the companion spell has a casting time longer than 10 minutes, use that instead.

The spell to be brought into effect by the contingency must be one that affects your person and be of a spell level no higher than one-third your caster level (rounded down, maximum 6th level).

The conditions needed to bring the spell into effect must be clear, although they can be general. In all cases, the contingency immediately brings into effect the companion spell, the latter being “cast” instantaneously when the prescribed circumstances occur. If complicated or convoluted conditions are prescribed, the whole spell combination (contingency and the companion magic) may fail when called on. The companion spell occurs based solely on the stated conditions, regardless of whether you want it to.

You can use only one contingency spell at a time; if a second is cast, the first one (if still active) is dispelled.
Material Component

That of the companion spell, plus quicksilver and an eyelash of an ogre mage, rakshasa, or similar spell-using creature.
Focus

A statuette of you carved from elephant ivory and decorated with gems (worth at least 1,500 gp). You must carry the focus for the contingency to work.
 

What I was thinking was, using a Cure Critical Wounds scroll, made maximized and empowered, or the like, do the following.

'Whenever I take damage, I receieve the benefit of a maximized and empowered Cure Critical Wounds spell.' That would essentially make it extremely difficult to hurt me, correct?
 

Aleolus said:
What I was thinking was, using a Cure Critical Wounds scroll, made maximized and empowered, or the like, do the following.

'Whenever I take damage, I receieve the benefit of a maximized and empowered Cure Critical Wounds spell.' That would essentially make it extremely difficult to hurt me, correct?

Like frank said, no, that would make you waste your contingency :(, because the minion that casts magic missle at you for all of 3 points would trigger it. Unless you're expecting the first hit you take to be a really big one?
Maybe something like "if i ever reach half my hit points" ?, depends on what kind of wording your DM will allow though.

Also, I'm assuming you have some cleric levels to allow you to cast the cure scroll right? Or some UMD at least?

Edit: also a maximized empowered cure critical would exceed the 6th level max cap for the companion spell.
 


Aleolus said:
My mistake, I also meant to add on a Permanency spell onto that, so that it takes effect every time he takes damage.
It does not work like that. Even IF permanency worked on Contingency, which it does NOT, that ONLY makes the duration permanent. Contingency would still end when discharged.

Permanency only works on the spell it lists.

Permanency
Universal
Level: Sor/Wiz 5
Components: V, S, XP
Casting Time: 2 rounds
Range: See text
Target, Effect, or Area: See text
Duration: Permanent; see text
Saving Throw: None
Spell Resistance: No

This spell makes certain other spells permanent.

Depending on the spell, you must be of a minimum caster level and must expend a number of XP.

You can make the following spells permanent in regard to yourself.
Spell Minimum Caster Level XP Cost
Arcane sight 11th 1,500 XP
Comprehend languages 9th 500 XP
Darkvision 10th 1,000 XP
Detect magic 9th 500 XP
Read magic 9th 500 XP
See invisibility 10th 1,000 XP
Tongues 11th 1,500 XP

You cast the desired spell and then follow it with the permanency spell. You cannot cast these spells on other creatures. This application of permanency can be dispelled only by a caster of higher level than you were when you cast the spell.

In addition to personal use, permanency can be used to make the following spells permanent on yourself, another creature, or an object (as appropriate).
Spell Minimum Caster Level XP Cost

1. Only bonds two creatures per casting of permanency.

Enlarge person 9th 500 XP
Magic fang 9th 500 XP
Magic fang, greater 11th 1,500 XP
Reduce person 9th 500 XP
Resistance 9th 500 XP
Telepathic bond1 13th 2,500 XP

Additionally, the following spells can be cast upon objects or areas only and rendered permanent.
Spell Minimum Caster Level XP Cost
Alarm 9th 500 XP
Animate objects 14th 3,000 XP
Dancing lights 9th 500 XP
Ghost sound 9th 500 XP
Gust of wind 11th 1,500 XP
Invisibility 10th 1,000 XP
Mage’s private sanctum 13th 2,500 XP
Magic mouth 10th 1,000 XP
Phase door 15th 3,500 XP
Prismatic sphere 17th 4,500 XP
Prismatic wall 16th 4,000 XP
Shrink item 11th 1,500 XP
Solid fog 12th 2,000 XP
Stinking cloud 11th 1,500 XP
Symbol of death 16th 4,000 XP
Symbol of fear 14th 3,000 XP
Symbol of insanity 16th 4,000 XP
Symbol of pain 13th 2,500 XP
Symbol of persuasion 14th 3,000 XP
Symbol of sleep 16th 4,000 XP
Symbol of stunning 15th 3,500 XP
Symbol of weakness 15th 3,500 XP
Teleportation circle 17th 4,500 XP
Wall of fire 12th 2,000 XP
Wall of force 13th 2,500 XP
Web 10th 1,000 XP

Spells cast on other creatures, objects, or locations (not on you) are vulnerable to dispel magic as normal.
XP Cost

See tables above.
 

Remove ads

Top