Deadman's Contingency
Deadman's Contingency
EvocationLevel: Artificer* 4, Bard* 4, Cleric*/Oracle * 4, Sorcerer*/Wizard * 4, Warlock* 4
Components: V, S, M (a scorpion's tail), F (ivory statuette of you worth 1,500 gp)
Casting Time: at least 10 minutes; see text
Range: personal
Target: you
Duration: up to 1 hour/level plus 1d6 rounds; see text (D)
Saving Throw: -
Spell Resistance: -
You can place another spell upon your person so that it comes into effect upon your death.
This 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. You must pay any costs associated with the companion spell when you cast this spell.
The spell to be brought into effect by the this spell 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 spell triggers 1d6 rounds after your death.
All decisions made involving the companion spell must be made when deadman's contingency is cast (including messages and recipients for spells like magic mouth or sending). If the spell targets an object or appears in a certain location, it must target or be centered on your corpse. The following spells can be companion spells for deadman's contingency:
- Animate Dead (animating your corpse as an uncontrolled Skeleton or Zombie)
- Disintegrate
- Fireball
- Gentle Repose
- Magic Mouth
- Major Image (with a duration of 3 rounds)
- Permanent Image
- Sending
- Stinking Cloud
- Teleport Object
You can use only one deadman's contingency spell at a time; if a second is cast, the first one (if still active) is dispelled.