Contingency Spell, “The Archmage’s Hidden Answer”
A spell of prepared survival, hidden consequence, and magic that obeys the exact words spoken over it.

Contingency is one of the great defensive spells of high-level arcane magic. It allows a spellcaster to prepare a magical response before danger arrives, binding a second spell to a stated condition so that it takes effect automatically when that condition occurs.
This is not a spell for panic. It is a spell for paranoia, discipline, and long experience. The caster survives because they expected betrayal, assassination, imprisonment, ambush, collapse, poison, drowning, or magical restraint before any of those dangers appeared.
The strength of Contingency lies in preparation. The weakness lies in wording. The spell does not understand intention beyond the condition given to it. It does not ask whether the caster still wants the result. If the condition is clear, the spell obeys. If the condition is confused, over-clever, or dependent on hidden judgement, the magic may fail exactly when it is needed.
In play, Contingency should feel like the mark of a serious spellcaster: not invincibility, but one carefully prepared answer to disaster.
Effect
You bind another spell to yourself so that it takes effect automatically when a condition you define occurs.
When you cast Contingency, you also cast the companion spell. The companion spell must be able to affect you personally. It remains dormant until the stated condition occurs, at which point it takes effect immediately.
The condition must be clear. It may be broad, but it must be recognisable by the magic. Simple conditions work best: “when I am reduced to half my hit points,” “when I am paralysed,” “when I fall more than 30 feet,” or “when I am affected by hostile enchantment.”
Complicated, contradictory, or overly clever conditions may cause the contingency to fail when it is called upon.
The companion spell triggers whether or not you still want it to trigger.
You can have only one Contingency active at a time. Casting a second one ends the first.
Edition Mechanic tabs
Contingency 5.5e / 2024
Contingency, Pathfinder 1e / 3.5e
Contingency 3.0e
Contingency 5.5e / 2024
6th-Level Evocation
Casting Time: 10 minutes, or the casting time of the companion spell if longer
Range: Self
Components: V, S, M, F
Duration: 10 days or until discharged
Available To: Wizard
Alternative Spell Name: The Archmage’s Hidden Answer
You cast Contingency and one companion spell at the same time. The companion spell must be a spell of 6th level or lower that can affect you directly and can reasonably be cast on yourself. It cannot be an area spell, a spell that primarily targets another creature, or a spell whose benefit to you depends on indirect circumstances.
The companion spell is expended as part of casting Contingency, but it does not take effect immediately. Instead, it is held in magical suspension until the condition you state occurs. When that condition occurs, the companion spell takes effect on you immediately. The companion spell requires no action from you when it triggers.
The condition must be clear enough for the magic to recognise. It can be general, but it cannot require judgement, interpretation, prophecy, tactical assessment, or knowledge the spell cannot reasonably possess. If the trigger is too complicated, contradictory, or dependent on hidden intent, the DM may rule that the contingency fails when called upon.
The spell triggers automatically when its condition is met, even if you would no longer choose to activate it.
You can have only one Contingency active at a time. If you cast this spell again, the previous contingency ends.
Material Component: The material component required by the companion spell, plus quicksilver and an eyelash from an ogre mage, rakshasa, hag, arcanaloth, lamia, or similar spellcasting creature.
Focus: A miniature likeness of you, carved from ivory and decorated with gems worth at least 1,500 gp. In campaigns that avoid elephant ivory, the focus may instead be carved from rare bone, horn, antler, precious wood, or another costly ritual material of the same value. You must carry the focus for the contingency to function.
Contingency, Pathfinder 1e / 3.5e
School: Evocation
Level: Sorcerer/Wizard 6
Components: V, S, M, F
Casting Time: At least 10 minutes; see text
Range: Personal
Target: You
Duration: 1 day/level or until discharged
Saving Throw: None
Spell Resistance: No
You place another spell upon yourself so that it comes into effect under a condition you dictate when casting Contingency.
The Contingency spell and the companion spell are cast at the same time. The 10-minute casting time is the minimum total casting time for both spells. If the companion spell has a casting time longer than 10 minutes, use the longer casting time instead.
The companion spell must affect your person and must be of a spell level no higher than one-third your caster level, rounded down, to a maximum of 6th level.
The condition required to bring the companion spell into effect must be clear, although it may be general. When the prescribed circumstance occurs, the contingency immediately brings the companion spell into effect. The companion spell is effectively cast instantaneously at that moment.
If the stated condition is too complicated, convoluted, contradictory, or dependent on unclear interpretation, the spell combination may fail when called upon.
The companion spell triggers based solely on the stated condition, regardless of whether you still want it to occur.
You can have only one Contingency active at a time. If a second Contingency is cast, the first one is dispelled.
Material Component: The material component required by the companion spell, plus quicksilver and an eyelash from an ogre mage, rakshasa, or similar spell-using creature.
Focus: A statuette of you carved from elephant ivory and decorated with gems worth at least 1,500 gp. You must carry the focus for the contingency to work.
Contingency 3.0e

You can place another spell upon your person so that it comes into effect under some condition you dictate when casting contingency.
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.
Evocation
Level Sorcerer/Wizard 6
Components V, S, M, F
Casting Time At least 10 minutes; see text
Range Personal
Target You
Duration One day/level (D) or until discharged
The contingency spell and the companion spell are cast at the same time. The 10-minute casting time is the minimum total for both castings; if the companion spell has a casting time longer than 10 minutes, use that instead.
- 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 called on. 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.
Material Component That of the companion spell, plus quicksilver and an eyelash of an ogre mage, rakshasa, or similar spell-using creature.
Focus A statuette of you carved from elephant ivory and decorated with gems (worth at least 1,500 gp). You must carry the focus for the contingency to work.
Why This Spell Is Dangerous in the World
Contingency changes the politics of killing powerful spellcasters.
A wizard protected by this spell may vanish when stabbed, rise from paralysis with protective magic already active, survive a fall from a tower, or escape a cell the moment a guard makes the wrong move. Assassins, inquisitors, rival mages, executioners, and royal guards must account for the possibility that apparent victory is only the trigger.
The spell also makes trust harder. A court mage who carries a contingency into council may already have decided what counts as betrayal. A royal adviser may survive a coup because an escape spell was bound beneath their robes days earlier. A prisoner may look helpless while one carefully worded condition waits for the first act of violence.
The danger is not that Contingency makes the caster unbeatable. It does not. The danger is that it moves one important spell from the moment of crisis to the moment before the crisis begins.
Best Uses
Emergency escape: A movement, teleportation, invisibility, or flight spell can trigger when the caster is restrained, badly wounded, surrounded, imprisoned, or falling.
Survival protection: Defensive magic can trigger when the caster is poisoned, paralysed, stunned, charmed, drowning, burning, freezing, or exposed to a known magical hazard.
Counter-assassination preparation: A companion spell can trigger when the caster is damaged while surprised, struck by a poisoned weapon, rendered unconscious, or targeted by hostile magic.
Political protection: A court spellcaster may bind a contingency to trigger if arrested, silenced, disarmed, attacked inside council, or magically compelled.
Planar travel insurance: The spell can guard against hostile atmospheres, sudden falls, magical restraint, possession, or separation from allies.
Best Contingency Triggers by Purpose
This is the practical heart of the spell. A good trigger should be short, observable, and tied to a clear event. The spell should not need to guess your feelings, predict the future, or understand your strategy.
| Purpose | Strong Trigger Wording | Why It Works |
|---|---|---|
| Emergency escape | “When I am reduced to 25% of my maximum hit points or fewer.” | Clear, measurable, and hard to argue with. |
| Anti-ambush | “When I take damage before I have taken my first turn in combat.” | Good for assassins, surprise attacks, and invisible attackers. |
| Anti-grapple | “When I become grappled, restrained, paralysed, or otherwise unable to move by my own power.” | Covers the main restraint threats without becoming vague. |
| Anti-fall | “When I fall more than 30 feet and am not already flying.” | Prevents wasteful triggering from ordinary movement or short drops. |
| Anti-drowning | “When I enter an environment where I cannot breathe.” | Works for drowning, sealed chambers, poison gas, and hostile atmospheres. |
| Anti-domination | “When I fail a saving throw against a charm, compulsion, or domination effect.” | Clear magical category, strong against control effects. |
| Anti-poison | “When I fail a saving throw against poison or become poisoned.” | Useful for courts, assassins, banquets, and monster venom. |
| Anti-imprisonment | “When I am locked inside a cell, vault, coffin, cage, or sealed room against my will.” | Strong for capture scenarios, though the DM should require a genuinely enclosed prison. |
| Court intrigue | “When I am physically attacked inside a council chamber, throne room, temple court, or formal diplomatic meeting.” | Excellent for political campaigns and public assassinations. |
| Planar survival | “When I enter an environment that would immediately harm me because of air, pressure, heat, cold, poison, or planar conditions.” | Useful but broad; best paired with a specific survival spell. |
| Anti-magic capture | “When I am gagged, silenced, or otherwise prevented from providing verbal components.” | Good for mages who fear capture more than injury. |
| Last resort | “When I am reduced to 0 hit points but not killed outright.” | Dramatic and clear, but risky because the companion spell must actually help at that moment. |
Best Trigger + Companion Spell Pairings
| Purpose | Trigger | Companion Spell Type |
|---|---|---|
| Escape | “When I am reduced to 25% of my maximum hit points or fewer.” | Dimension Door, Teleport-style magic, Invisibility |
| Fall protection | “When I fall more than 30 feet and am not already flying.” | Fly, Feather Fall-style magic |
| Restraint protection | “When I become grappled, restrained, paralysed, or unable to move.” | Freedom of Movement-style magic |
| Assassination defence | “When I take damage before I have taken my first turn in combat.” | Invisibility, Mirror Image, Stoneskin |
| Mind-control defence | “When I fail a saving throw against charm, compulsion, or domination.” | Dispel Magic-style magic, Protection-style magic |
| Poison defence | “When I fail a saving throw against poison or become poisoned.” | Neutralise Poison-style magic, Protection-style magic |
| Drowning or hostile air | “When I enter an environment where I cannot breathe.” | Water Breathing, Air Bubble, Adaptation-style magic |
| Political escape | “When I am attacked during a formal council or royal audience.” | Dimension Door, Invisibility, defensive wards |
| Capture prevention | “When I am bound, gagged, or magically silenced against my will.” | Freedom of Movement, teleportation, defensive magic |
| Planar hazard | “When the environment begins damaging me before combat starts.” | Resist Energy, Protection from Energy, Adaptation-style magic |
The best trigger is not always the broadest one. Broad wording protects against more situations, but it also increases the chance of waste, misfire, or DM objection. The best Contingency spell trigger is the narrowest wording that still covers the danger the caster genuinely fears.
Rules Clarifications and Edge Cases
Can the contingent spell be counterspelled when it triggers?
Usually no. The companion spell is cast when Contingency is cast. When the trigger occurs, the stored magic takes effect without a new visible casting, action, verbal component, or somatic component. Enemies can counter the original casting of Contingency or interfere with the focus, but they do not usually get a fresh counterspell opportunity when the stored spell discharges.
Can Contingency read minds or detect betrayal?
No. The spell should not know motives, future outcomes, secret loyalties, or hidden plans unless another spell or effect gives it that information. “When someone intends to betray me” is poor wording. “When a creature damages me during a formal truce” is much stronger.
Can the trigger be “when I am about to die”?
That is usually too vague. Use a measurable condition instead: “when I am reduced to 0 hit points but not killed outright,” “when I am reduced to 25% of my maximum hit points or fewer,” or “when I fail a saving throw against an effect that would kill me instantly.”
Can Contingency trigger before the danger happens?
Only if the condition has already occurred. “When I am targeted by a spell” may trigger when targeting happens. “When I am about to be hit” usually asks the spell to predict the future. Use observable events, not guesses.
Can it trigger from a condition the caster does not know about?
Usually yes, if the condition is objective and affects the caster. For example, “when I am poisoned” can work even if the caster does not realise the wine was poisoned. But “when my enemy has decided to kill me” should not work, because that is hidden intent rather than a condition on the caster.
Can it trigger while the caster is unconscious, paralysed, silenced, or restrained?
Yes. That is one of the spell’s main strengths. Once the condition is met, the companion spell takes effect without the caster needing to act.
Can the companion spell affect other creatures?
For a safe 5.5e / 2024-compatible ruling, no. The companion spell should affect you directly. If the spell normally has a wider effect, the DM should either disallow it or limit the triggered benefit to the caster only.
Can Contingency be used offensively?
Only indirectly. It is a personal preparation spell, not a trap spell placed on enemies. It can help you survive, escape, reposition, resist control, or become harder to kill, but it should not become a delayed fireball, automatic curse, or remote assassination tool.
What happens if the focus is stolen, broken, or no longer carried?
The contingency should stop functioning while the focus is not on the caster. This makes the focus a meaningful vulnerability. Enemies who know the caster relies on Contingency may try to steal, sunder, or magically locate the focus.
Trigger Wording
The strongest contingencies are short, measurable, and tied to events the magic can clearly recognise.
Good trigger examples include:
- “When I am reduced to 30 hit points or fewer.”
- “When I fall more than 30 feet.”
- “When I become paralysed, stunned, or unconscious.”
- “When I am affected by a hostile charm or domination effect.”
- “When I enter an area where I cannot breathe.”
- “When I am grappled by a creature Huge or larger.”
- “When I am struck by a poisoned weapon.”
- “When I am targeted by a spell of 5th level or higher.”
Poor trigger examples include:
- “When I am in real danger.”
- “When betrayal is certain.”
- “When the enemy’s true plan becomes clear.”
- “When I would prefer to escape.”
- “When my allies need me most.”
- “When someone means me harm.”
- “When I am about to lose.”
The poor examples require motive-reading, prophecy, tactical judgement, or interpretation. That is not what the spell does.
DM Notes
Do not let Contingency become unlimited scripting. The spell stores one companion spell and one condition. It is not a magical decision tree.
A useful ruling standard is:
Clear physical event: Works.
Clear game-state threshold: Works.
Clear magical condition: Works.
Recognisable status condition: Works.
Hidden motive or intent: Usually does not work.
Long chain of exceptions and subclauses: May fail.
Trigger requiring prophecy or tactical judgement: Does not work.
The spell should reward careful preparation, not page-long legal wording. A player who writes a smart, compact condition should benefit. A player who tries to make the spell cover every imaginable situation should risk wasting the magic.
For NPCs, Contingency works best when the players can understand it after it happens. The enemy archmage did not escape because the DM wanted them gone; they escaped because they had prepared for this exact sort of danger. That distinction matters.
Best Companion Spells
The best companion spell is one that still matters when the trigger occurs. Avoid spells that require careful placement, target selection, or follow-up actions. Contingency works best with magic that protects, frees, moves, hides, or keeps the caster alive.
- Dimension Door / Teleport-style magic: Best for escape. Use when the caster fears being surrounded, trapped, grappled, or reduced to dangerously low hit points. The risk is abandoning allies, hostages, treasure, or the real objective.
- Fly / Feather Fall-style magic: Best for falls, collapsing structures, aerial fights, broken bridges, pit traps, and forced movement. The trigger should prevent waste: “when I fall more than 30 feet and am not already flying” is better than “when I fall.”
- Freedom of Movement-style magic: Best against grapples, paralysis, webs, bindings, magical restraint, and monsters that win by holding the caster still. This is one of the strongest defensive uses of the spell.
- Invisibility / Greater Invisibility-style magic: Best against ambushes, assassination attempts, ranged attackers, and moments when breaking line of sight matters. It is weaker if enemies have blindsight, magical detection, or area attacks.
- Stoneskin / Protection-style magic: Best when the caster expects physical violence. Strong for court mages, nobles, commanders, and public figures likely to face blades, arrows, and assassins.
- Mirror Image / Blur-style magic: Best as a sudden combat defence when the caster is struck, surprised, or targeted. These are simple, reliable companion spells because they immediately make the next attacks less certain.
- Dispel Magic-style effects: Powerful but risky. Use only with a narrow trigger such as hostile charm, domination, paralysis, or binding magic. If several magical effects are active, the spell may not remove the one the caster most cares about.
- Water Breathing / Adaptation-style magic: Best for sea voyages, river crossings, drowning traps, sealed chambers, poison gas, hostile atmospheres, and planar travel. The trigger should name the environmental danger clearly.
Failure, Risk, and Misuse
The main risk of Contingency is bad wording.
A trigger that is too broad may discharge the spell too early. A trigger that is too narrow may never occur. A trigger based on emotion, intent, danger, loyalty, prophecy, or tactical judgement may fail because the magic cannot evaluate it.
The companion spell can also create new problems. An escape spell might abandon allies. An invisibility spell might trigger during a formal duel and create political scandal. A defensive spell might waste itself on a minor threat. A movement spell might carry the caster out of a prison cell and into a guarded courtyard.
Enemies who suspect the caster has Contingency may try to force an early trigger before the real attack begins.
Using This Spell in Your Game
For player characters, Contingency should reward foresight. Let it work when the condition is clear and the companion spell fits the threat. It should feel satisfying when the prepared magic saves the caster from a fall, paralysis effect, assassination attempt, drowning trap, or battlefield ambush.
For villains, use it fairly. A villain who escapes every defeat through unseen preparation becomes annoying. A villain who survives once because they prepared for the party’s most obvious tactic feels intelligent.
In courtly campaigns, Contingency is politically serious. A ruler may require visiting archmages to disclose, suppress, or swear limits on such protections before entering council. Some courts may treat an undisclosed contingency as the magical equivalent of carrying a concealed weapon.
Spellcasting Culture and Worldbuilding Hooks
The Ivory Double: A mage’s contingency focus is stolen. The thief does not understand that the caster is now vulnerable.
The Wrong Trigger: An archmage’s old contingency triggers during a harmless ceremony, revealing that they feared betrayal from someone present.
The Scaffold Escape: A condemned wizard vanishes the moment the executioner raises the axe. The law says the sentence was carried out. The missing body says otherwise.
The Paranoid Adviser: A royal counsellor carries a contingency that activates if the monarch speaks a particular phrase. No one knows why.
The Broken Statuette: A caster survives an assassination attempt, but their focus cracks. They must replace it before their enemies learn the protection is gone.
The Literal Spell: A student writes an over-clever trigger and learns that magic obeys wording, not dignity.
Source and Literary Context
Contingency is based on Open Game Content from the 3.5 System Reference Document, where it appears as a 6th-level evocation spell that stores a second spell on the caster until a stated condition occurs. Its rules identity is prepared magical response: the caster survives danger not by reacting quickly, but by having already bound a spell to a precise future circumstance. For the SRD spell text, see d20 SRD: Contingency.
The deeper source of the spell lies in folklore, myth, and legend: magic that works by exact condition. In Irish and Scottish tradition, the geis or geas is a binding taboo, obligation, or prohibition whose power depends on keeping or breaking its terms. Heroes may gain power through such conditions, but they may also be destroyed when the condition is violated. The Ulster Cycle is especially rich in this kind of taboo-bound heroic fate; for a concise overview, see Encyclopaedia Britannica: Ulster Cycle.
Norse myth offers another strong parallel in the death of Baldr. Frigg secures oaths from the things of the world so they will not harm her son, creating a vast protective condition around him. The protection fails because one overlooked thing, mistletoe, remains outside the wording of that safeguard. This is very close to the dramatic logic of Contingency: protection is powerful, but its strength depends on what was actually named, included, or omitted. For a public-domain discussion of the Baldr myth, see The Golden Bough: The Myth of Balder.
Greek legend gives a related pattern in the story of Achilles, whose near-invulnerability depends on a single remaining point of weakness. The tale is not the same as Contingency, but it belongs to the same mythic family of conditional protection: a hero can seem impossible to defeat until the exact exception is discovered. For a concise museum reference, see The British Museum: Who Was Achilles?.
These traditions show why Contingency is more than a stored spell. It belongs to the old mythic pattern of conditional magic, spoken safeguards, hidden exceptions, binding words, and protections that succeed or fail according to their exact terms. The caster names the circumstance, carries the focus, and trusts that the wording will still be wise when fear, violence, or betrayal finally arrives.
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