Contingency Stuff [Archive] - Wizards Community

Post/Author/DateTimePost
Endarire

04-05-05, 03:09 AM
Why doesn't craft contingent item require contingency, chain contingency, nor psionic contingency? Also, I request critique on this feat.

Contingency Friendly
Prerequisite: You must be able to use contingency, chain contingency, or psionic contingency as a spell, power, supernatural ability, spell-like ability, or psi-like ability at least once per day. Casters who wish to use their spell list to qualify must be have contingency or chain contingency in one of their spellbooks, if a prepatory caster, or as one of their spontaneous spells known. Manifesters who wish to use their power list to fulfill prerequisites must have contingency, psionic as one of their powers known.
Benefits: You may have up to double your hit dice for your number of contingent items and contingencies last until dispelled or dismissed; also, you may have multiple contingencies on you at one time up to your hit dice. The second active contingency costs 100 experience, the third an additional 200, the fourth an additional 400, and so on. If you have a familiar, your familiar is considered another being for the purposes of experience costs, but can still benefit from contingency, et al as per the spell. Use your hit dice to determine how many contingencies your familiar can have simultaneously.
For example, if Mialee takes this feat then casts contingency on herself to teleport herself home should she be attacked by any melee weapon. Before this condition is triggered, she pays 100 experience to add water breathing if ever she is forcibly submerged in liquid. Her familiar, an owl, has the contingencies of mage armor and invisibility should it spot anything it deems hostile. This mage armor contingency costs no experience, but invisibility costs 100. A day later, Mialee is forcibly submerged in water and her water breathing contingency activates, and, after having some nasty words with Tordek for his practical joke, she reactivates her water breathing contingency for 100 experience.

-EE
Endarire

04-13-05, 12:33 AM
Has no one any comments?

-EE
TheMagister

04-13-05, 07:34 AM
I didn't like the idea of the craft contingent spell feat at all as it was written because it didn't resemble the spell contingency. As a matter of fact, the feat pretty much renders the spell redundant.

I would rather have had them re-write the spell than create a feat that does the same thing.

All that being said, I'm glad that there was SOMETHING done to allow multiple contingency effects to be applied at once. It needed to be done. Also, as a suggestion, I think that you should only be allowed to apply up to your HD in spell LEVELS of contingent spells.

Since the crafted contingent spells are more-or-less permanent, it behooves a caster to use higher level spells for the higher DC's, better protection effects, etc. Over a period of days, a canny player could really stack up all the great 7th+ level protection spells. Just my 2 cp.

Endarire:

You may have up to double your hit dice for your number of contingent items and contingencies last until dispelled or dismissed; also, you may have multiple contingencies on you at one time up to your hit dice.

This statement is confusing to me. Perhaps you could word it more clearly for clarification purposes?

Otherwise, your idea could be used as a viable alternative to the Feat-as-written (FAW?).

TM
Endarire

04-14-05, 12:19 AM
1: Contingencies as per the spell last until triggered, dispelled, or dismissed.
2: The number of contingencies you can have from the spell is limited by your hit dice instead of one.
3: With Craft Contingent Item, you may have up to double your hit dice in contingent items instead of your hit dice.

-EE