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taltamir
2010-02-12, 07:54 PM
My contingency spell is set to "counter (with dispel) the first hostile spell above spell level 2 that hits me".

I am playing a level 12 evocation specialist (yes I know they are the worst, it is on purpose) as part of this challenge:
OOC: http://www.giantitp.com/forums/showthread.php?p=7877710#post7877710
IC: http://www.giantitp.com/forums/showthread.php?t=133816&page=3

here is my spell list:
http://docs.google.com/Doc?docid=0AZcEvOA-L4zcZGNqNnF0NDdfNjg3ZG1jNTl4amI&hl=en

Kallisti
2010-02-12, 08:08 PM
You're going to need to recast that fairly often to keep it running between battles, but yeah, it'd be decent.

Pro tip: Screw Dispel Magic for counterspells. Ready an action to blast them when they start casting. Trust me, the DC for the concentration check being based on the damage makes an equivalent-level damage spell like, say, Lightning Bolt a far better way to shut down any one given spell.

taltamir
2010-02-12, 08:10 PM
thanks Kallisti, but my DM just pointed out to me the following


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).

This raises an interesting problem, what is a good spell to contingency on myself then? (of level 4 or under)

can dimension door work? it affects me, but it also has a destination...

Claudius Maximus
2010-02-12, 08:15 PM
How about Resilient Sphere when you say or do something very specific, preferably an immediate action or something free that can be done out of turn (some say speaking is valid for this). At the least it can buy you time to teleport away if things get nasty.

Anything that gets you out of bad situations is a good choice. Freedom of Movement for when you are grappled or bound, or Protection from Evil when you are affected by a compulsion effect, or something like that.

Kallisti
2010-02-12, 08:16 PM
Presumably you'd need to specify something like "Dimension door three hundred feet to the left", or "Dimension door to the nearest safe square within range" if the DM was being generous.

Teleport is a pretty standard contingency, keyed to a rude gesture in the Test of Spite, keyed to a command word by slightly saner folks.

My point about using Lightning Bolt for counterspells stands as a general-purpose maxim for evokers. Counterspell by blasting, it does the exact same thing AND deals damage.

taltamir
2010-02-12, 08:22 PM
I don't know how it happened, but I somehow seems to have forgotten to take resiliant sphere, it is not in my spellbook :(

Keying it to a single word sounds sensible enough. I will do that with whatever it is I chose to use.

Kallisti, good idea for counterspelling, that is what I will do.
And thanks for clarifying teleport for me. But I can't use it as a contingency until level 15. (mmm, maybe a bead of karma would help there; but i can't get one at the moment).

Kallisti
2010-02-12, 08:24 PM
Don't waste your money on a bead of karma. Since you can't cast it yet, just wait.

You're probably best off with Resilient Sphere. It's a good defensive spell.

taltamir
2010-02-12, 08:27 PM
thanks. I just got whisked to a dangerous demiplane and I have no money, so I am not getting resiliant sphere any time soon. As such I am going to have to use some other defensive spell until I can aquire resiliant sphere. I am thinking of improved invisibility.

here is my spell list:
Spells Known:
SL0:
Abjur
Resistance: Subject gains +1 on saving throws.
Conj
Acid Splash: Orb deals 1d3 acid damage.
Div
Detect Poison: Detects poison in one creature or small object.
Detect Magic: Detects spells and magic items within 60 ft.
Read Magic: Read scrolls and spellbooks.
Evoc
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (-1 on attack rolls).
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
Illus
Ghost Sound: Figment sounds.
Trans
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.
Univ
Arcane Mark: Inscribes a personal rune (visible or invisible).
Prestidigitation: Performs minor tricks.

SL1: 9 + 2, 300gp
Abjur
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Conj
Mage Armor: Gives subject +4 armor bonus. 1hour/CL
Summon Monster I: Calls extraplanar creature to fight for you.
Unseen Servant: Invisible force obeys your commands.
Div
Identify M: Determines properties of magic item.
True Strike: +20 on your next attack roll.
Evoc
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Trans
Enlarge Person: Humanoid creature doubles in size.
Erase: Mundane or magical writing vanishes.
Feather Fall: Objects or creatures fall slowly.
Reduce Person: Humanoid creature halves in size.

SL2: 4 + 11, 3300gp
Abjur
Protection from Arrows: damage reduction 10/magic against ranged weapons. 1hour/CL
Conj
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Glitterdust: Blinds creatures, outlines invisible creatures.
Evoc
Continual Flame M: Makes a permanent, heatless torch. (M: 50gp)
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Gust of Wind: Blows away or knocks down smaller creatures.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Shatter: Sonic vibration damages objects or crystalline creatures.
Illus
Blur: Attacks miss subject 20% of the time.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Trans
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Fox’s Cunning: Subject gains +4 Int for 1 min./level.
Knock: Opens locked or magically sealed door.
Rope Trick: As many as eight creatures hide in extradimensional space.

SL3: 4 + 3, 1350gp
Abjur
Dispel Magic: Cancels magical spells and effects.
Conj
Phantom Steed: Magic horse appears for 1 hour/level.
Evoc
Fireball:1d6 damage per level, 20-ft. radius.
Lightning Bolt: Electricity deals 1d6/level damage.
Illus
Displacement: Attacks miss subject 50%.
Trans
Fly: Subject flies at speed of 60 ft.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.

SL4: 4 + 4, 2400gp
Abjur
Stoneskin M: Ignore 10 points of damage per attack. (M: 250gp)
Conj
Secure Shelter: Creates sturdy cottage.
Div
Detect Scrying: Alerts you of magical eavesdropping.
Locate Creature: Indicates direction to familiar creature.
Evoc
Dimension Door: Teleports you short distance.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Shout: Deafens all within cone and deals 5d6 sonic damage.
Illus
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.

SL5: 4 + 1, 750gp
Div
Telepathic Bond: Link lets allies communicate.
Evoc
Teleport: Instantly transports you as far as 100 miles/level.
Cone of Cold: 1d6/level cold damage.
Trans
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Univ
Permanency X: Makes certain spells permanent.

SL6: 4
Abjur
Dispel Magic, Greater: As dispel magic, but +20 on check.
Evoc
Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
Contingency F: Sets trigger condition for another spell.
Trans
Disintegrate: Makes one creature or object vanish.

Tyndmyr
2010-02-16, 02:59 PM
Your original idea isn't a bad one...and can be partially replicated with a ring of counterspelling. As a bonus, there's no possibility of failure.

Usually I cast dispel magic into mine. It's a cheap way to ensure my buffs are not screwed with.

Lysander
2010-02-16, 03:12 PM
You don't actually need a trigger word. Just make the condition "When I want it to activate." That way you can turn it on with a thought and you don't need to worry about being silenced or giving away your position. Just make sure you don't make the condition "When I think about the spell"

sofawall
2010-02-16, 03:18 PM
My contingency spell is set to "counter (with dispel) the first hostile spell above spell level 2 that hits me".

I am amused by the fact that even if this were a legal contingency, it is useless.

You are dispelling it after it hits you, i.e. after you're already dead.

Optimystik
2010-02-16, 03:21 PM
Don't Contingency Freedom of Movement, use Heart of Water (CM) instead.

taltamir
2010-02-16, 03:59 PM
I am amused by the fact that even if this were a legal contingency, it is useless.

You are dispelling it after it hits you, i.e. after you're already dead.

actually I am dispelling it BEFORE it hits. Contingencies take place before whatever they specify takes place.
I am using similar wording to that of counterspell (which requires a readied action, which takes place before whatever you ready against).
In both cases I agree that it is impossible to sync it up, but if counterspelling works, then this contingency should work in terms of timing. It is the target that is the problem (must target myself)