Starting an Adventure with Contingencies? [Archive] - Wizards Community

Post/Author/DateTimePost
Lomiat

01-11-07, 11:57 PM
How do we determine whether or not characters can have Contingencies active at the start of an adventure? Is this a call to be made, table by table, based on the circumstances of the adventure? Is there a hard and fast rule against any spellcasting prior to the adventure's timeline? (Of course, that would suck hardcore since as we all know each adventure demands that the party rush off IMMEDIATELY from the middle of their lunch with no time to prepare or rest until after the 2nd combat.)

I know the Year 6 LGCS stated that players couldn't carry spells in Spell Storing weapons from adventure to adventure; this is the closest ruling I've seen, but it's not the same. Whereas that rule seems to limit the chances that the 4th-level Ftr plays an interactive and gets an 17th level wizard to dump a Vampiric Touch into his sword, my concern is for the table that begins partying together and wants to have spells like Contingency in place. As a 6th-level spell, it has a prohibitive cost during an adventure, though if the adventure allows for downtime prior to combat, then it is one of the best options available.

Other such spells include Stalwart Pact. If the PCs can assume they've actually been together for a period of time, these spells are likely in place. If they just get clumped on a doorstep, not so much...

So: Is there actually a ruling somewhere? Or is it up to each judge, based on the adventure?

Thanks.
cycloptic_squirrel

01-12-07, 12:32 AM
Bottom right of page 45 LGCS. "No spell or ability mey generate a benifit that extends beyond the end of the play session unless documentation allows it." I don't know of any documentation for contingincy, so... no soup for you.
Madfox11

01-12-07, 07:04 AM
By the rules: none at all. Although many DMs do allow a PC to use ordinary buff spells on them selves (such as the wizard who always has a false life and mage armor running). Mind you, I have rarely run across an adventure that immediately begins with a fight. Most adventures have hours, and sometimes even days, between the Introduction and the start of the real adventure.
Lomiat

01-12-07, 07:15 AM
Bottom right of page 45 LGCS. "No spell or ability mey generate a benifit that extends beyond the end of the play session unless documentation allows it." I don't know of any documentation for contingincy, so... no soup for you.

The text you quote doesn't clearly restrict the type of preparation I mentioned.

1) It says no spell... can extend beyond the "END" of the play session. This means that I can't cast a Contingency on my buddy for him to take into his next adventure. It says nothing about my caster using Contingency before the box-text BEGINNING of the adventure.

2) What, precisely, is the beginning of the adventure? Does it begin when the DM starts reading the box-text? Does it begin when you imagine the PCs get together (many adventures assume the PCs have already assembled)? Does it begin when the DM stops reading the introductory box-text (some box-texts account for days)?
Lupo

01-12-07, 08:23 AM
The text you quote doesn't clearly restrict the type of preparation I mentioned.

1) It says no spell... can extend beyond the "END" of the play session. This means that I can't cast a Contingency on my buddy for him to take into his next adventure. It says nothing about my caster using Contingency before the box-text BEGINNING of the adventure.

2) What, precisely, is the beginning of the adventure? Does it begin when the DM starts reading the box-text? Does it begin when you imagine the PCs get together (many adventures assume the PCs have already assembled)? Does it begin when the DM stops reading the introductory box-text (some box-texts account for days)?

no, no, no, no, :rant: no hot starts with any spells whatsoever, you can't cast them before an adventure as at the end of any previous adventure the spells end.

every parts of text beyond the boilerplate of the adventure are concerned "after the beginning of the adventure".

sometimes an introduction of an adventure mentions "after several days of travel . . . . " or something like it, then a DM might or should allow you to pre-cast some spells - especially those with duration of hours or even days and give you the opportunity to charge spell-storing items ;).

but only when you are actually traveling or adventuring together with each other according to the boxed text.

and if the DM is nice he might allow daily routine spell procedures like "every lunch is a hero's brunch" granting the benefits from noon till midnight :).

a favorite of my cleric is handing out "marbles of greater darkness", - just put them in your pocket, and in case of attack wave of sneak attackers or ranged attackers take it out and shout your name, everyone else can than delay after the cleric, cleric's action => dismiss the specific darkness spell. my cleric just produces one of them per day, IF there is pre-action time :)

ciao

martin m.
budleiser

01-12-07, 09:41 AM
Case by case situation with the DM.
_m_

01-14-07, 11:38 PM
Case by case situation with the DM.

if you weren't immidiately thrust into combat, i would say say most dm's would allow you to stack them up before the game gets rolling, since most, nearly all in fact, mods begin with the pretext that you've been doing something non-comital up to the point when the mod starts.

but again, its kind of subjective.

though as for the actually answer to your question, no, you cannot cast spells or have spell effects active when the mod is not actually rolling.