Contingency and Chain Contingency

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MadMage999
Posts: 868

Contingency and Chain Contingency

Post#1 » Wed Dec 07, 2016 7:19 pm

This spell allows caster to choose 1 spell to be released later under specific conditions. Maximum spell level determined by caster level: 1 spell level/3 caster levels, with maximum 6th level spell at 18 caster level.

Acceptable conditions are:

Caster is hit for damage
Caster sees enemy
Caster lost half of his hit points
Caster lost 75% of his hit points
Caster lost 90% of his hit points
Caster is helpless
Caster has been poisoned
Only caster can be target of spell.

Contingency

Spell
School Evocation

Level 6

Spellbook Wizard/Sorcerer

Range
Visual range of caster

Duration

1 day/level

Casting time
1 turn

Area of Effect
Special

Saving throw
None

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Chain Contingency allows 3 spells from 8th or lower level to be released in specific conditions. These conditions are:

Caster was hit and suffered damage
Caster sees enemy
Caster lost half of his hit points
Caster lost 75% of his hit points
Caster lost 90% of his hit points
Caster is helpless
Caster has been poisoned

Target of released spell can be:

Caster
Last creature that hit caster
Nearest enemy

Chain Contingency
Spell School
Evocation

Level 9

Spellbook Wizard/Sorcerer

Range
0

Duration
Special

Casting time
1 Turn

Area of Effect
The Caster

Saving throw
None
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MadMage999
Posts: 868

Re: Contingency and Chain Contingency

Post#2 » Mon Dec 26, 2016 9:50 am

No comments?

What if we played around with the conditions a bit? Maybe caster is hit with anti-magic ray or something?
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pumpprodigy
Posts: 133

Re: Contingency and Chain Contingency

Post#3 » Mon Dec 26, 2016 10:01 am

Is this an idea you are thinking about adding in, or one that is already in? Got work today but ill give one of my paragraph long posts if needed when I get home :p

MadMage999
Posts: 868

Re: Contingency and Chain Contingency

Post#4 » Mon Dec 26, 2016 10:02 am

It's an idea I'm playing with, thinking about adding as a spell.

--EDIT--

Also thinking about other types of spell triggers, sequencers, contingencies, and of course nishruu's and hakasher's ;) .
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addict-ant
Posts: 690

Re: Contingency and Chain Contingency

Post#5 » Mon Dec 26, 2016 2:23 pm

I love this idea.
Imho arcanes could use a leg - or two - up.
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Belferon
Posts: 214

Re: Contingency and Chain Contingency

Post#6 » Mon Dec 26, 2016 2:40 pm

Hi,

Can Chain Contingency release the lesser Contingency spell?

Actually, this reminds me a Baldur's Gate for some reason. Didn't they have something similar to Spell Sequencers that did the same sort of thing in BGII? It might be worth looking into to see how they balanced it.

Sounds useful to me, though I think I only have three casters and I haven't played them in a while. I should probably update them to take advantage of the new spells, set items, and golem feats.

--Corgano

EDIT: Hmm, I guess it wouldn't really matter if it did release the lesser contingency because you said that it only contains 1 spell in it.

MadMage999
Posts: 868

Re: Contingency and Chain Contingency

Post#7 » Mon Dec 26, 2016 2:54 pm

Belferon wrote:Actually, this reminds me a Baldur's Gate for some reason. Didn't they have something similar to Spell Sequencers that did the same sort of thing in BGII? It might be worth looking into to see how they balanced it.


Actually, it's all in PnP, but I am thinking of Baldur's Gate 2 as well, in fact the descriptions are ripped from a BG2 wiki, or something along those lines.
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kc2345
Posts: 703

Re: Contingency and Chain Contingency

Post#8 » Mon Dec 26, 2016 9:50 pm

The spell would be interesting. Not sure how hard it is to program though.

In the case of split caster theurge types, would there be an option to fire off spells from the non-sorc/wiz class? For example, G.Restoration/Heal would be powerful as an emergency auto-triggering spell.

This is one of the reasons Aerie was so strong in TOB - 3x Implosion on seeing a hostile was fun.
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