| Grayfeather |
Wizard A casts Time Stop to buff up to sockit to Wizard B. But Wizard by has a contingency in place to cast something, lets say "Teleport me to X is I'm subject to a process that stops time such as a Time Stop spell".
According to the contingency spell [I]"contingency immediately brings into effect the companion spell, the latter being "cast" instantaneously when the prescribed circumstances occur"[I/].
This suggests its not just an immediate action but that it it happens AS the first circumstance happens. In fact Time Stop suggests that you're acting in normal time, just Wizard A is moving fast. Being that the casting for your teleport has already been spent you should be able to leave. So with that said could you not escape Wizard A evil plan with a simple contingency, even if you arranged with Wizard A having a couple of rounds done by the time you arrive?
Michael Sayre
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I would think the cicumstances actually have to, you know, occur for the contingency to be triggered. So your evil wizard casts Time Stop, and your contingency whisks you away or whatever right as he finishes casting but before you're subject to any of the effects he puts into place during his spell.
| ZZTRaider |
Since Wizard A's Time Stop does not actually affect Wizard B, I don't think the Contingency would go off to begin with, since Wizard B is not "subject to a process that stops time".
Though you can get around that by rewording the Contingency to something like: "When an enemy gains the benefit of Time Stop, cast Teleport to Location X."
Regardless though, remember that Wizard A can't really "sockit to Wizard B", as Time Stop does not allow the caster to affect other creatures or attended objects. Wizard A could use a series of Walls of Stone to trap Wizard B, but could not stack debuffs or damage.
| Pirate |
Yar!
I've been ninja'ed, but I'll continue anyways: The problem with this is, Time Stop does NOT affect anyone but the person who is casting it.
It is a personal spell. Wizard B is never subject to it, only wizard A is. This trigger for contingency will do nothing unless the wizard who has this contingency on him casts Time Stop.
Now, if you worded it so that "When anyone withing X feet of me casts Time Stop, then...", (where X is a number of feet predetermined by you) then the contingency absolutely would go off before the caster casting Time Stop would get the benefits of his Time Stop, as per the contingency. Actually being instantaneous is still faster than virtually instantaneous. (I say within so many feet because leaving it at just "an enemy" is fairly ambiguous. What determines who is an enemy, how many do you have, in this world let alone any other planes of existence. What about ones who are not but plan to betray you starting with a casting of Time Stop? If any single one potential enemy anywhere in the multiverse casts Time Stop, your Contingency goes pff without indication of who, what, or why).
Time Stop hasn't been an area of effect spell that hits other creatures since 2e AD&D.
~P
Michael Sayre
|
The answer is no. Time Stop cannot trigger a Contingency. Time Stop has a range of personal and a target of the caster. It cannot qualify to trigger Contingency since the spell does not affect your person.
That's incorrect. Pretty much any condition you set can trigger Contingency, the only limitations on spells are in relation to the one you set with the Contingency.
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 triggered. 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."
| Aranna |
It seems pretty clear. The contingency spell isn't cast until the conditions are met. After which the spell is cast immediately.
So Wiz A casts Time Stop... this triggers your contingency.
Time stop is resolved first.
After the extra time created by time stop is resolved then resolve the contingent spell immediately. Doesn't matter who's turn it is when you finish resolving the trigger you MUST then resolve the contingency.
So in this case Wiz A casts time stop and self buffs.
Even if it is still Wiz A's turn after you resolve the time stop you then Immediately resolve the contingent teleport spell. This removes Wiz B to the pre set location. Wiz A can now continue his turn.
| Zilvar2k11 |
Now, if you worded it so that "When anyone withing X feet of me casts Time Stop, then...", (where X is a number of feet predetermined by you) then the contingency absolutely would go off ....
Fair question here...could you do that conditional? See, you can't know what someone is casting without passing a Spellcraft check. You might autopass the check at 30 feet or less, but you cannot know without actually making the check.
Can the spell make the check? It can't be you making the check (I mean, it's obvious to me it can't be you, since the a Contingency can fire even if you're not aware of the conditions that triggered it). How's that supposed to work?
| Funky Badger |
It seems pretty clear. The contingency spell isn't cast until the conditions are met. After which the spell is cast immediately.
So Wiz A casts Time Stop... this triggers your contingency.
Time stop is resolved first.
After the extra time created by time stop is resolved then resolve the contingent spell immediately. Doesn't matter who's turn it is when you finish resolving the trigger you MUST then resolve the contingency.So in this case Wiz A casts time stop and self buffs.
Even if it is still Wiz A's turn after you resolve the time stop you then Immediately resolve the contingent teleport spell. This removes Wiz B to the pre set location. Wiz A can now continue his turn.
Surely it would resolve as a readied action, i.e. the contingency (if worded correctly) does trigger.
Michael Sayre
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No. because Time Stop isn't affecting you, it's just taking the casting mage briefly out of the timestream. You can't have a contingency based on spells that affect other people, especially when they are not in the same space/time metric that you are.
This is wrong. There's nothing in the spell that would prevent you from setting the parameters as "When someone casts Timestop within x area of my person, activate Greater Teleport to my secret base on the moon".
Michael Sayre
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Pirate wrote:
Now, if you worded it so that "When anyone withing X feet of me casts Time Stop, then...", (where X is a number of feet predetermined by you) then the contingency absolutely would go off ....Fair question here...could you do that conditional? See, you can't know what someone is casting without passing a Spellcraft check. You might autopass the check at 30 feet or less, but you cannot know without actually making the check.
Can the spell make the check? It can't be you making the check (I mean, it's obvious to me it can't be you, since the a Contingency can fire even if you're not aware of the conditions that triggered it). How's that supposed to work?
I would say maybe you make the Spellcraft check and it's retroactively applicable? If you fail, your preset casting wouldn't be able to recognize the spell but if you succeed your spell knows because you know?
Chris Mortika
RPG Superstar 2010 Top 16
|
You can't have a contingency based on spells that affect other people, ...
I'm being thick today, LazarX, but why not? That seems pretty par for the course. "If anybody within line of sight, who is not wearing one of the team's signet rings, starts casting a spell, bring up an anti-magic field."
| Zilvar2k11 |
I would say maybe you make the Spellcraft check and it's retroactively applicable? If you fail, your preset casting wouldn't be able to recognize the spell but if you succeed your spell knows because you know?
I thought of that. Then I figured it'd just be easier if a conditional requiring a skill roll fell under the 'too complicated' rule and just failed. :)
| Zilvar2k11 |
LazarX wrote:You can't have a contingency based on spells that affect other people, ...I'm being thick today, LazarX, but why not? That seems pretty par for the course. "If anybody within line of sight, who is not wearing one of the team's signet rings, starts casting a spell, bring up an anti-magic field."
I think I misread the same line..the spell Contingency casts has to affect you, iirc, not the one that triggers it.
| Funky Badger |
Ssalarn wrote:I thought of that. Then I figured it'd just be easier if a conditional requiring a skill roll fell under the 'too complicated' rule and just failed. :)
I would say maybe you make the Spellcraft check and it's retroactively applicable? If you fail, your preset casting wouldn't be able to recognize the spell but if you succeed your spell knows because you know?
That's pretty much all of them...
Michael Sayre
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LazarX wrote:You can't have a contingency based on spells that affect other people, ...I'm being thick today, LazarX, but why not? That seems pretty par for the course. "If anybody within line of sight, who is not wearing one of the team's signet rings, starts casting a spell, bring up an anti-magic field."
I will note that the contingency parameters are probably causing a little confusion here. Someone else casting Time Stop can certainly be a trigger for Contingency, however, the OP's trigger of "Teleport me to X if I'm subject to a process that stops time such as a Time Stop spell", won't work, because Timestop only affects the caster. So his wording won't work, but the basic premise is sound.
| Grayfeather |
The answer is no. Time Stop cannot trigger a Contingency. Time Stop has a range of personal and a target of the caster. It cannot qualify to trigger Contingency since the spell does not affect your person.
I got a couple problems with this:
1.) Nothing in contingency says something has to effect you, just thats the spells cats have to effect you. Why couldn't a wizard set a contingency for example that says "when its 9pm teleport me to the ball room for the party"? No one cast on him but a shift in time to the required criteria happened. If this is invalid then so is a very reasonable "teleport my party member and me away if one or more members fall in a pit"
2.) Not disputing that the Time Stop doesn't effect you directly (cause that is not needed for the example to work) but if Time Stop does not effect you why is the saving throw Fortitude negates?
I think Aranna is correct in the way its laid out. The time stop has to go first in order for the Contingency to to say "X has happened, execute Y". The time stop happens only for Wizard B to poof away as an immediate action directly as the spell ends for Wizard A.
I agree Ssalarn, i think the contingency as written would have issues but if something more along the lines of "if Time Stop is cast in my presence by someone other than myself or cast within X number of yards from my person cast teleport"
| Roberta Yang |
Fair question here...could you do that conditional? See, you can't know what someone is casting without passing a Spellcraft check. You might autopass the check at 30 feet or less, but you cannot know without actually making the check.
Can the spell make the check? It can't be you making the check (I mean, it's obvious to me it can't be you, since the a Contingency can fire even if you're not aware of the conditions that triggered it). How's that supposed to work?
Just about any contingency you care to name could arguably be subject to a Perception check. Do you ask the spell to roll Perception too?
| GrenMeera |
I would also like to point out that the conditions of Contingency do not require the caster to be aware of them.
You do not need to see or identify the casting of Time Stop as long as you worded your conditions in a manner such as how Pirate described above. You could be blinded, tied up, and even dead, yet your Contingency will still work. The spell is cast earlier in the day after-all, and I see no reason why magic will not teleport a dead body.
Also, the Contingency spells says:
In all cases, the contingency immediately brings into effect the companion spell, the latter being "cast" instantaneously when the prescribed circumstances occur.
This does not mean that the companion spell is cast immediately "after" the condition, it is cast immediately WHEN the circumstances occur. This would indicate to me that it does not occur after the Time Stop is in affect, it is cast simultaneously with Time Stop, meaning you successfully escape.
Happler
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GrenMeera, depends on the wording of the contingency.
If you say, "when time stop is cast within 20' of me ..."
Then it would go off when it has been cast, not before or during, but when the spell is finished (has been cast).
If you worded it, "when time stop is being cast within 20' of me...."
then it would go off during the casting of time stop.
| Adamantine Dragon |
| 1 person marked this as a favorite. |
So word it this way: "As soon as any creature within 120' of me begins casting 'time stop', teleport me to XXXX".
I see nothing in the "contingency" description that says the caster has to be aware of the situation for it to trigger contingency. Would anyone have a problem with: "If any invisible creature approaches within 30' of me, cast 'true seeing'"?
| Zilvar2k11 |
So word it this way: "As soon as any creature within 120' of me begins casting 'time stop', teleport me to XXXX".
I see nothing in the "contingency" description that says the caster has to be aware of the situation for it to trigger contingency. Would anyone have a problem with: "If any invisible creature approaches within 30' of me, cast 'true seeing'"?
Honestly? I would.
'It's magic' or not, I'd have a problem with a spell triggering on a condition like that. My position might not be supportable by rules, but I'd still have a problem with it. You might as well ask if I had problems with a contingency that went something like 'if anyone approaches a gem worth more than 2000gp within a mile of me, Greater Teleport me to their position.'
In both cases, the spell is being asked to detect something that the player couldn't (or didn't) know and respond to it in some fashion.
Diego Rossi
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Contingency is actually a great divination spell. Be right back, I'm going to cast "If the Goldbach Conjecture is true, cast Dancing Lights".
If complicated or convoluted conditions are prescribed, the whole spell combination (contingency and the companion magic) may fail when triggered.
As you have to define what Goldbach Conjecture is in setting up your contingency, it become too complicated.
| GrenMeera |
In both cases, the spell is being asked to detect something that the player couldn't (or didn't) know and respond to it in some fashion.
con·tin·gen·cy
/kənˈtinjənsē/
Noun
1) A future event or circumstance that is possible but cannot be predicted with certainty.
2) A provision for such an event or circumstance.Synonyms
chance - accident - eventuality - fortuity - possibility
In a certain regard, I do believe you have stated the actual purpose of the spell as a way of saying why you wouldn't allow it.
LazarX
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2.) Not disputing that the Time Stop doesn't effect you directly (cause that is not needed for the example to work) but if Time Stop does not effect you why is the saving throw Fortitude negates?
This is the text from Paizo's PRD. There's no save listed at all. I'm assuming that since this is from Paizo's own site that this represents the current "printing"of the spell and any copy that lists a save is in error.
Time Stop
School transmutation; Level sorcerer/wizard 9
Casting Time 1 standard action
Components V
Range personal
Target you
Duration 1d4+1 rounds (apparent time); see text
This spell seems to make time cease to flow for everyone but you. In fact, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. You are free to act for 1d4+1 rounds of apparent time. Normal and magical fire, cold, gas, and the like can still harm you. While the time stop is in effect, other creatures are invulnerable to your attacks and spells; you cannot target such creatures with any attack or spell. A spell that affects an area and has a duration longer than the remaining duration of the time stop have their normal effects on other creatures once the time stop ends. Most spellcasters use the additional time to improve their defenses, summon allies, or flee from combat.
You cannot move or harm items held, carried, or worn by a creature stuck in normal time, but you can affect any item that is not in another creature's possession.
You are undetectable while time stop lasts. You cannot enter an area protected by an antimagic field while under the effect of time stop.
| Zilvar2k11 |
Zilvar2k11 wrote:In both cases, the spell is being asked to detect something that the player couldn't (or didn't) know and respond to it in some fashion.Definition of the word wrote:In a certain regard, I do believe you have stated the actual purpose of the spell as a way of saying why you wouldn't allow it.con·tin·gen·cy
/kənˈtinjənsē/
Noun
1) A future event or circumstance that is possible but cannot be predicted with certainty.
2) A provision for such an event or circumstance.Synonyms
chance - accident - eventuality - fortuity - possibility
Hardly.
I can see and understand a contingency of 'if I take damage', 'if I'm struck by a melee attack', 'if I fall for more than one second' (or 10', or whatever), or 'if I am restrained'. All of these are unambiguous enough that I can't see someone calling for any kind of skill check to resolve, nor do they act as a global divination spell. I would have a problem allowing a contingincy that did. But from what I'm reading here, many people wouldn't have a problem with one like 'If Frankie Franks says 'Hey Buddy, I need help!', Greater Teleport me to his location'. And let that work no matter where Frankie Franks is. Or 'If someone other than <party thief> approaches me while invisible, do X'. That's the sort of thing you couldn't figure out even with a darn good perception check.
In the same vein, I have problems with a contingency that would require passing a spellcraft or perception check to function. An 'If <spell X>' contingency wouldn't pass my muster without further house rules (such as 'I will roll the spells check in advance and now know how 'smart' it is...you don't know.').
Despite all of those examples requiring that the spell know things that there's no possible way it could know. Heck, contingency isn't even a divination, and some of the responses in this thread seem to want to allow it to be able to act as the best darn divination in the game :)
| Darth Grall |
My 2 Cents:
How does the spell recognize these things in any case? How is the spell able to determine what a "melee attack" is? How does the spell know what "damage" is? What's "restrained" for the purposes of the spell?
You may think I'm nit picking, which I am, but I'm also pointing out that the spell is able to recognize these things and understand the intent of the wording of continingency spell despite having wording referencing how it does so. So, literally by magic, it's able to tell if you're taking HP damage, your friend is getting attacked in melee, or if there are shackles placed on your hands. Is it really such a stretch that the spell, is able to magically recognize when someone within a certain range is casting a certain spell?
I'm not saying that it can do everything though, no "anyone in the worlds says my name 3 times I teleport to them" type nonsense, but I think that triggering a continigency based on the casting of a spell within a certain proximity is totally fair game.
| Ravingdork |
Zilvar, by your stance it seems you would disallow "cast stone to flesh on me if I am ever petrified" if it flesh to stone were cast by an invisible enemy with the silent spell feat simply because the former caster was unaware he was being attacked.
That is rubbish I say. Better to trust that your players are there to have fun and not to abuse the system. If you can't do that, your game has already lost (as it kind of requires trust).
| Zilvar2k11 |
My 2 Cents:
How does the spell recognize these things in any case? How is the spell able to determine what a "melee attack" is? How does the spell know what "damage" is? What's "restrained" for the purposes of the spell?
When in doubt or there is no game term, you refer to the dictionary definitions. That's the answer from SKR in other threads I've seen. So sure, we can apply common sense, and sometimes that contingency will backfire (Yeah..I can just imagine the scene..late one night, and you and your Significant Other, and all of the sudden, Grease! ... yeah, I went there).
You may think I'm nit picking, which I am, but I'm also pointing out that the spell is able to recognize these things and understand the intent of the wording of continingency spell despite having wording referencing how it does so. So, literally by magic, it's able to tell if you're taking HP damage, your friend is getting attacked in melee, or if there are shackles placed on your hands. Is it really such a stretch that the spell, is able to magically recognize when someone within a certain range is casting a certain spell?
Really? We had to go to the it's magic argument? The problem is that your non-divination contingency can now know the unknowable! When the invisible mage-killer casts a Stilled, Silent Feeblemind (or whatever spell you had the amazing foresight protect against) from 300 feet away (of course you specify the max range of the spell in question)? That's, what, a +50-ish to the perception check just to notice the casting? But the arguement given is that it'd still work because the target of contingency doesn't have to know, and it doesn't matter if they have a hope in heck of knowing that the base effect is going on. You're just walking around with this invisible, intangible sphere of spidey sense that sees around corners and through lead walls and does, frankly, amazing things.
IMO, people think it's a lot more amazing than I think it should be.
| Zilvar2k11 |
Zilvar, by your stance it seems you would disallow "cast stone to flesh on me if I am ever petrified" if it flesh to stone were cast by an invisible enemy with the silent spell feat simply because the former caster was unaware he was being attacked.
That is rubbish I say. Better to trust that your players are there to have fun and not to abuse the system. If you can't do that, your game has already lost (as it kind of requires trust).
How so? 'If I'm turned to stone', or 'if I'm petrified' is a plain english condition that doesn't require the spell to be able to identify the source. It doesn't matter if it's a gorgon, or a spell, or just a jerk DM. I would have a problem with 'cast flesh to stone on me if someone casts stone to flesh on me' (and frankly that'd be less useful overall, wouldn't it?)
| Ravingdork |
I believe that the spell can know/discern things that the spellcaster couldn't (like a hidden enemy sneaking up on you). I also believe that the designers figured GMs and players wouldn't abuse that fact with things like "If X did/does Y, cast Z" and thus didn't bother to lay down a 100-page legal document describing the spell. This game relies on a trust system. Like most games, trust is implied.
It's assumed that players won't try to cheese the system with such obvious abuses. It's also assumed that GMs are smart enough to catch and stop such obvious abuses. As with anyone, players aren't always considerate of the fun of others, and GMs can be oblivious at times. That doesn't change the fact that the game is designed with the idea that everyone is there to have fun rather than screw the system.
| Zilvar2k11 |
I believe that the spell can know/discern things that the spellcaster couldn't (like a hidden enemy sneaking up on you). I also believe that the designers figured GMs and players wouldn't abuse that fact with things like "If X did/does Y, cast Z" and thus didn't bother to lay down a 100-page legal document describing the spell. This game relies on a trust system. Like most games, trust is implied.
Well, of course it is, and the bottom line is that at some point everyone has to draw a line where you decide what the spell can, and cannot, detect, determine, and/or react to.
Since it's not hardcoded in the spell, the line is pretty nebulous. Where does the line exist for you?
'If a hostile invisible creature approaches within 120 feet of me, cast True Seeing'?
'If an invisible creature approaches within 120 feet of me, cast True Seeing'?
'If a hostile invisible creature approaches within 100 feet of me, cast True Seeing'?
'If an invisible creature approaches within 100 feet of me, cast True Seeing'?
'If a hostile invisible creature approaches within 60 feet of me, cast True Seeing'?
'If an invisible creature approaches within 60 feet of me, cast True Seeing'?
'If a hostile invisible creature approaches within 10 feet of me, cast True Seeing'?
'If an invisible creature approaches within 10 feet of me, cast True Seeing'?
And why?
I mean, you have my answer (none of the above, [house rule: *]), and why (the spell is not capable of making a skill check to detect them, [house rule: The spell has a base perception skill equal to the level of the caster at the time of casting, plus stat mod, plus spell-related bonuses like spell focus, always takes 10.]). I'm truly curious.
| Darth Grall |
Since you're arguing the spell would have to make a perception and/or spellcraft which the spell shouldn't autopass, that has implications. Firstly it nerfs the spell hard. Loads of players have set contingencies for when they're asleep or something gets the better of them, which by your logic should fail because since the spell doesn't make those checks it can't succeed. And since it's sorta the point of the spell to be able to recognize certain conditions regardless of the condition of the user, I have to disagree with you.
I get though you have a problem with the spell by passing something like invisibility, since one could phrase to inform the player of an invisible attacker. Would you prefer if the spell had a caster check, to oppose things like invisiblity on behalf of the caster? Then they can contingency what they want, but they have a chance of failure.
Also maybe it's the wrong type of spell(Evocation? Wierd for a spell that casts another spell of any type.), but otherwise I think it's fine as is.
| Zilvar2k11 |
Since you're arguing the spell would have to make a perception and/or spellcraft which the spell shouldn't autopass, that has implications.
Granted.
Firstly it nerfs the spell hard. Loads of players have set contingencies for when they're asleep or something gets the better of them, which by your logic should fail because since the spell doesn't make those checks it can't succeed. And since it's sorta the point of the spell to be able to recognize certain conditions regardless of the condition of the user, I have to disagree with you.
I am not sure this follows. The fact that the user is asleep doesn't matter. 'If I am attacked', or 'If I take damage', or 'If I am turned to stone' or 'If someone yells "OMG SAVE US FROM THE BALL OF FIERY DEATH!"' (ok, that's arguable, but even if you assume a perception skill of zero then you basically autopass that out to something like 100ft, right?) all still work. The fact that the caster is sleeping doesn't matter, because I'm not arguing that the caster need to be aware of the trigger condition.
I think I now understand why people think that I am, but that wasn't what I was trying to get at. I object to the idea that the spell can be used as some form of uber-divination that automatically knows with perfect accuracy everything that goes on within an undefined (but potentially obnoxious) radius and can be set to respond to those stimuli in any legal fashion. As I reflected in a previous post, it shouldn't act like some sort of global spidey sense that is even more insightful than a powerful divination spell...seeing around corners, picking invisible or ethereal creatures out of the air, detecting intent, or anything of that nature. Those are 'simple' conditions, but I think they're unreasonable ones. I don't think that contingency should be able to trigger off any event that would require a skill check with a DC greater than 0.
| Kayerloth |
I think I could agree with that if I felt I had, as the GM, to make a call one way or another by a player trying to push the reasonable boundries of the spell. I would probably extend the condition to anything a generic character could "take 10" and make it. And again I'd only really worry about it if I felt the spirit of the spell was getting violated.
And both the time manipulation and invisibility conditions tends to make me think "wasted Contingency" ... not worry about someone abusing the spell. (Particularly at a level where I'd be worrying about Time Stop)
| Zilvar2k11 |
I think I could agree with that if I felt I had, as the GM, to make a call one way or another by a player trying to push the reasonable boundries of the spell. I would probably extend the condition to anything a generic character could "take 10" and make it. And again I'd only really worry about it if I felt the spirit of the spell was getting violated.
If I were DM (a situation that isn't likely to occur), or I had sufficient influence on my DM to bend his brain the way I'd want, my answer would be essentially what I put in a few posts ago.
When cast, the spell gets a static skill level to compare DC's to. Given the most likely contingency phrases, I would likely say Perception, Sense Motive, and Spellcraft. At 10+Caster Level+Stat Bonus+spell-related-feat-bonuses, you could expect reasonably high results, starting around 25 at the level you can cast contingency.
That's pretty darn perceptive. Using those values, the spell could identify a 6th level spell being cast at... 40 feet, I think. Or catch a low level sneak-thief with an average stealth roll, but still probably couldn't see the invisible rogue, or determine if someone is hostile but pretending to be friendly, or teleport you to the location of the nearest treasure room right after the owner turns off the traps and goes inside to swim in his gold.
| Grayfeather |
I believe that the spell can know/discern things that the spellcaster couldn't (like a hidden enemy sneaking up on you). I also believe that the designers figured GMs and players wouldn't abuse that fact with things like "If X did/does Y, cast Z" and thus didn't bother to lay down a 100-page legal document describing the spell. This game relies on a trust system. Like most games, trust is implied.
It's assumed that players won't try to cheese the system with such obvious abuses. It's also assumed that GMs are smart enough to catch and stop such obvious abuses. As with anyone, players aren't always considerate of the fun of others, and GMs can be oblivious at times. That doesn't change the fact that the game is designed with the idea that everyone is there to have fun rather than screw the system.
+1 here. The Contingency doesn't say anything about perception or anything else that the caster is aware of so by RAW contingency isn't up for debate. Its the effect of the Time Stop and timing. If you put limits on contingency, which is already limited in casting time, its level cap, and being extremely conditional adding any hoops on top of RAW are going to make it nearly worthless. With that said there could be alot of cheese if someone wanted to be a dick ("If someone launches any form of attack on me or is in any way hostile auto cast Persistent Black tentacles/Planer ally/Monster summoning 6/enervation etc on them"). Sure if can be abused but really its meant a get out of jail free card to escape or otherwise protect in a nasty situation.
| Grayfeather |
Grayfeather wrote:+1 here. The Contingency doesn't say anything about perception or anything else that the caster is aware of so by RAW contingency isn't up for debate.No, it doesn't, but I encourage you to read my later posts. Apparently I was not being clear in what I objected to.
Understood, i just want to make sure we arent being heavy handed on house ruling spells into uselessness. Many spells have been rendered useless or near useless by Paizo either directly nerfing spells or bumping up resists, class skills, and melee.
| Aranna |
I believe that the spell can know/discern things that the spellcaster couldn't (like a hidden enemy sneaking up on you). I also believe that the designers figured GMs and players wouldn't abuse that fact with things like "If X did/does Y, cast Z" and thus didn't bother to lay down a 100-page legal document describing the spell. This game relies on a trust system. Like most games, trust is implied.
It's assumed that players won't try to cheese the system with such obvious abuses. It's also assumed that GMs are smart enough to catch and stop such obvious abuses. As with anyone, players aren't always considerate of the fun of others, and GMs can be oblivious at times. That doesn't change the fact that the game is designed with the idea that everyone is there to have fun rather than screw the system.
+1
I agree with Ravingdork. You need Trust. You don't need a 100 page research paper on what the limitations of magic are.
| GrenMeera |
This is a level six spell that can do absolutely nothing in the event that the circumstances are not met. This spell also consumes another spell in order to properly cast it, because on its own without another spell, Contingency does nothing.
The absolute purpose of this spell is to cast a spell in the event that the caster cannot or would not do so in the same regard. This is even what the word contingency means (see above). It is a plan for unforeseeable circumstances. "Unforeseeable" being an important word.
If you are EXTREMELY explicit in your description, you are now limited to the circumstances in which your spell is cast. If you are very vague, you may get accidental casting. All in all, this is NOT that powerful for a level 6 spell.
Could it be used for perfect divination of certain events? Yes. You would need to be very specific in your casting meaning you have pigeon holed the usage to only one specific event. This does not remotely seem too powerful or abusive to me.
Using the examples above, casting two level six spells in order to prevent one ambush from an invisible creature does not sound remotely powerful. In fact, this seems like a waste of a spell. I'd rather buy a Gem of True Seeing instead of possibly wasting a level six slot every single day in the event of invisible paranoia.
Using level six spells, you can put Geas on enemies or disintegrate them, but preventing an ambush using TWO spells sounds too much to you?
LazarX
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Using the examples above, casting two level six spells in order to prevent one ambush from an invisible creature does not sound remotely powerful. In fact, this seems like a waste of a spell. I'd rather buy a Gem of True Seeing instead of possibly wasting a level six slot every single day in the event of invisible paranoia.
On the other hand, you do run into this limitation on the item.
A gem of seeing can be used for as many as 30 minutes a day, in increments of 5 minutes.
| GrenMeera |
On the other hand, you do run into this limitation on the item.
A gem of seeing can be used for as many as 30 minutes a day, in increments of 5 minutes.
Very true! I still don't believe comparing a purchased item that does 30 minutes a day for each day after you purchase it versus casting two level six spells every single day shows that Contingency is too powerful.