Best Contingent Spells [Archive] - Wizards Community

Post/Author/DateTimePost
Pellanor

06-26-06, 03:10 PM
I've noticed that we have threads for the best spells to make permanent, but nothing of that sort for Contingency and Craft Contingent Spell. If I'm wrong, and just missed it, please direct me to the appropriate thread (and inform Surreal, so he can add it to his page).

Anyways, I'll start off with an explanation of what Contingency and Craft Contingent Item are, and how they work. I'll do so by being lazy and just quoting from WotC.
http://www.d20srd.org/srd/spells/contingency.htmContingency
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.http://www.wizards.com/default.asp?x=dnd/ex/20041105a&page=4Contingent Spells

A contingent spell is a single-use, one-spell magical effect instilled within a specific willing creature. It doesn't take up space on the body or have a physical form, and it remains inactive until triggered (similar to the effect created by a contingency spell). Once triggered, a contingent spell takes immediate effect upon the bearer (or is centered in the bearer's square if the spell affects an area). A character must have the Craft Contingent Spell feat (see page 77) to create contingent spells.

Triggers for contingent spells are usually events that happen to the bearer of the spell, and can include death, contracting disease, exposure to a breath weapon or to energy damage, falling, exposure to poison, exposure to a dangerous environment (trapped by fire, plunged underwater, and so forth), succumbing to sleep or fear effects, gaining negative levels, or being rendered helpless, deafened, or blinded.

The market price of a contingent spell is: spell level x caster level x 100 gp. A contingent spell must be prepared in the presence of the person to bear it, and the bearer is subject to the same restrictions as the creator (unable to cast any other spells while the contingent spell is being prepared, must be present for 8 hours each day, and so on). Once assigned to a bearer, a contingent spell cannot be transferred to another creature, although it can be destroyed (see below). A contingent spell is tied to the bearer's body, alive or dead, and stories circulate among adventurers of contingent spells remaining quiet for hundreds of years on a slain bearer's remains, only to suddenly activate when the proper trigger condition arises.

If the bearer of a contingent spell is the target of dispel magic, the contingent spell might be permanently dispelled (but not triggered), as if it were an active spell in effect on the target creature. In an antimagic field, contingent spells are temporarily suppressed as all other magic items are.

At any one time, a creature can bear a number of contingent spells equal to its Hit Dice. Attempts to apply additional contingent spells beyond this limit simply fail.
Now, before we get started, there is one "Rules Interpretation" I'd like to deal with.
There's no real restrictions for what you can set the trigger as.
So I'd like everybody to include a "How lenient of a DM you'll need to pull this off" score along with any good contingent combos. While some DMs may allow for any trigger, others will limit you to what's specifically listed above, and most will be somewhere in between.

General Notes:
1. Contingency only allows for one spell at a time, and limits the level to 1/3rd your caster level (max 6th).
2. Craft Contingent Spell has no limit on the level of spell you can make contingent, and allows for one spell per HD, however it does cost extra GP and exp.
3. While the normal crafting rules for exp and material component costs apply to Craft Contingent spell, Contingency only mentions that you need to provide the material components of the tied in spell, and makes no mention of paying any exp costs, or needing a focus other than the statue.
4. Contingent Spells can be dispelled, so whenever possible, try to get them at the highest possible caster level. Check here for info on boost CL.


For submitting ideas, I would appreciate it if you could include the Minimum Caster Level required for a PC to pull it off, the cost to purchase the contingent spells from an NPC, as well as the source and level of each spell (Except contingency) included.

Example:
Keep a dead party member in the fight.
Effect: When the character in question dies, they are automatically restored to life for a brief period of time, allowing them to continue fighting a little while longer.
Spells required: Revenance(Complete Divine, Level 4)
Trigger: When the character dies.
DM Leniency: All, Death is a listed effect.
Cost: 3,300 gp.
Minimum Caster level: 11th.

The next two posts will be reserved for lists of optimal contingent effects. The first will be sorted by cost, the second by DM Leniency.
Pellanor

06-26-06, 03:14 PM
Keep a dead party member in the fight.
Effect: When the character in question dies, they are automatically restored to life for a brief period of time, allowing them to continue fighting a little while longer.
Spells required: Revenance(Complete Divine, Level 4)
Trigger: When the character dies.
DM Leniency: All, Death is a listed effect.
Cost: 3,300 gp.
Minimum Caster level: 11th.
Pellanor

06-26-06, 03:18 PM
Keep a dead party member in the fight.
Effect: When the character in question dies, they are automatically restored to life for a brief period of time, allowing them to continue fighting a little while longer.
Spells required: Revenance(Complete Divine, Level 4)
Trigger: When the character dies.
DM Leniency: All, Death is a listed effect.
Cost: 3,300 gp.
Minimum Caster level: 11th.
Tweedledope

06-26-06, 05:09 PM
Hands down one of the best contingency combos is Bestow Greater Curse upon a grapple. There is nothing worse than getting grappled by a gargantuan creature...well, if you bestow greater curse strength on said creature, his/her strength immediately drops to a 1 and they aren't near as effective. Alternatively, BGC - Con is also very good because if they have a very high con (as most large creatures do) they just took a TON of HP loss...nice combo IYAM.

-=TD=-
Pellanor

06-26-06, 06:30 PM
Only one problem with that Once triggered, a contingent spell takes immediate effect upon the bearer (or is centered in the bearer's square if the spell affects an area).

I don't think you'd want to Greater Curse yourself. However a Contingent Freedom of Movment triggered via grapple would work well.
Tweedledope

06-26-06, 08:31 PM
Only one problem with that

I don't think you'd want to Greater Curse yourself. However a Contingent Freedom of Movment triggered via grapple would work well.
I'm pretty sure that's now how a contingent spell works. I thought it could affect other creatures as well...
Tath

06-26-06, 08:46 PM
One time for an arena battle with another character where no pre-fight buffing was allowed, I crafted all my buffs into contingencies that activated when my character said the key word. So when the arena battle started, I just said the word and had all 20 buffs go off. The other player was pretty mad.