Any way to boost the contingency max spell allowed? [Archive] - Wizards Community

Post/Author/DateTimePost
Fuuten no Senshi

05-06-04, 02:12 PM
Contingency (3.0 rules) allows up to lvl 6 spells to be activated, is there a way to crank this up to 9th? Is there a way to do this being lvl 19?

Chain contingency and Contingency can coexist rigth? contingency will be cancelled if you cast another one but chained is another spell right, so you can have a total of 4 spells?

(All under 3.0 rules if possible, as we (my RP-ing group) unifiedly rejected most of 3.5 (exceptions like the ranger level advancement were made though :))
Harsk

05-06-04, 05:07 PM
Originally posted by Fuuten no Senshi
Contingency (3.0 rules) allows up to lvl 6 spells to be activated, is there a way to crank this up to 9th? Is there a way to do this being lvl 19?

Contingency can't hold a spell bigger than it is. You'll need to research a higher-level version of it. I would recommend, for game balance reasons, that a higher-level version not be allowed to co-exist with a standard contingency, or it just starts getting silly. If you want to get around the problem of them co-existing, maybe your DM will houserule that if you heighten a contingency, it can hold a spell up to its heightened level. Then it's still a contingency, and you can only have one. But that gives Heighten Spell an ability it probably doesn't deserve (modifying spell text as well as spell level).

Chain contingency and Contingency can coexist rigth? contingency will be cancelled if you cast another one but chained is another spell right, so you can have a total of 4 spells?

My understanding is that those two can co-exist - another reason I recommend not adding another contingency into the mix that will work with both of them.

~Harsk
The Simbul

05-06-04, 05:22 PM
Craft Contingent Spell, from the Unapproachable East sourcebook
Fuuten no Senshi

05-07-04, 07:17 AM
Hmmm... I'll guess I'll just wait till I can cast an Epic contingency, because the craft contingency uses up xp each time you cast it, plus preparation time of days etc.


Besides Dex boosting and imrpoved initiative, are there any non epic methods of boosting your initiative?
dantedarkstar

05-07-04, 09:37 AM
Kauper's Skittish Nerves (level 1 spell from FR) boosts Init by +5.
Don't work too long though, as far as I remember.