3.5 How do you create an item with Contingency + Teleport? [Archive] - Wizards Community

Post/Author/DateTimePost
Harmor

06-27-04, 08:17 PM
I want to create an item that has Contingency and Teleport in it. So if the person goes unconcious the person is teleported to a specific place or possibly another object like a stone (since Teleport only has a 100 mile range).

Any ideas? Is it just putting two spell into the same item, with the 2nd spell costing 75%? I'm confused.




For reference:

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.


Teleport
Conjuration (Teleportation)
Level: Sor/Wiz 5, Travel 5
Components: V
Casting Time: 1 standard action
Range: Personal and touch
Target: You and touched objects or other touched willing creatures
Duration: Instantaneous
Saving Throw: None and Will negates (object)
Spell Resistance: No and Yes (object)

This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance.

You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.

To see how well the teleportation works, roll d% and consult the Teleport table. Refer to the following information for definitions of the terms on the table.

Familiarity: “Very familiar” is a place where you have been very often and where you feel at home. “Studied carefully” is a place you know well, either because you can currently see it, you’ve been there often, or you have used other means (such as scrying) to study the place for at least one hour. “Seen casually” is a place that you have seen more than once but with which you are not very familiar. “Viewed once” is a place that you have seen once, possibly using magic.

“False destination” is a place that does not truly exist or if you are teleporting to an otherwise familiar location that no longer exists as such or has been so completely altered as to no longer be familiar to you. When traveling to a false destination, roll 1d20+80 to obtain results on the table, rather than rolling d%, since there is no real destination for you to hope to arrive at or even be off target from.

On Target: You appear where you want to be.

Off Target: You appear safely a random distance away from the destination in a random direction. Distance off target is 1d10x1d10% of the distance that was to be traveled. The direction off target is determined randomly

Similar Area: You wind up in an area that’s visually or thematically similar to the target area.

Generally, you appear in the closest similar place within range. If no such area exists within the spell’s range, the spell simply fails instead.

Mishap: You and anyone else teleporting with you have gotten “scrambled.” You each take 1d10 points of damage, and you reroll on the chart to see where you wind up. For these rerolls, roll 1d20+80. Each time “Mishap” comes up, the characters take more damage and must reroll.


Familiarity On-Target Off-Target Similar Area-Mishap
======================================== ==================
Very familiar 01–97 98–99 100 —
Studied carefully 01–94 95–97 98–99 100
Seen casually 01–88 89–94 95–98 99–100
Viewed once 01–76 77–88 89–96 97–100
False destination
(1d20+80) — — 81–92 93–100
The Simbul

06-28-04, 01:54 AM
Personally I would just create a Contingency item, and simply allow the user to cast a teleport (or any other spell) into it when they see fir, and set the conditions for it's trigger.

Basically it would operate like a Ring of Counterspelling, except that the spell stored is not unleashed as a counterspell, but rather a contingent effect. You really dont need a two-spells item, contingency by itself should suffice. But if the item bearer is not a spellcaster, then my suggestion might not work as well.
Harmor

06-28-04, 06:11 AM
Kewl...that'll work. Thanks.
Seeker95

06-28-04, 07:32 AM
Periapt of Contingency
This periapt operates just like the contngency spell. Upon the occurence of a wearer-defined event, whatever spell attuned to the periapt is triggered. The wearer can change both the conditional event and the spell thus triggered, provided the wearer can cast a spell into the periapt.
The periapt of contingency is usable only once each day, resetting at midnight. If no new trigger or spell is provided, it resets to the same settings as the previous day. The wearer can change these settings as a standard action, although the changing of the triggered spell requires the ability to cast the triggered spell.
CL11; Market Price: 26,400gp
CaoSlayer

06-28-04, 07:56 AM
there is a level 9 spell in the Faerun CS book called Elmister Escape that allows you to do that.
(sighly improved, you can set many conditions)
tarkin

06-28-04, 10:50 AM
If you just want an item that telpeorts you under x condition, that does NOT require a Contignecy spell.

Otherwise all command word activated items would require a contingency spell as part of making them.
Seeker95

06-28-04, 11:20 AM
Originally posted by tarkin
If you just want an item that teleports you under x condition, that does NOT require a Contignecy spell.Yes it does.

Use activated items require you to do something with the item.
Command word items require you to say something (whether aloud or mentally). In either case, the condition of its activation is dependent upon you.

An item that activated under a non-user-activity would require contingency, unless the spell explicitly contains criteria for activation independent of the caster / user (like magic mouth or alarm.