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A Contingency spell allows a wizard to store spells that will activate once the condition specified at casting occurs. The uses for this spell are limited only by the imagination of the wizard.

Description[]

Upon casting this spell, the wizard is allowed to choose a spell out of <PRO_HISHER> repertoire of known spells. One spell level every 3 levels of the caster is allowed—up to 6th-level spells at 18th level. Once the spell is chosen, the caster may choose a condition of some kind from the list provided. The starting condition can be anything from reaching 10% of <PRO_HISHER> Hit Points to an enemy being sighted. Once this starting condition is satisfied, the spell that was chosen will be cast automatically.
For example, a 12th-level wizard could place the spell Stoneskin in a contingency with the starting condition being "the wizard reaches 50% of <PRO_HISHER> Hit Points." Once the wizard is reduced to 50% of <PRO_HISHER> Hit Points or below, Stoneskin would be immediately cast upon <PRO_HIMHER>. This requires no action by the wizard, but happens automatically and instantaneously.
A limitation of this spell is that the target of the spell placed in the contingency must be the caster: Therefore, it may not be an offensive spell, nor may it target any other party members.

Acceptable conditions are:
Wizard is hit (but not necessarily damaged)
Wizard sees enemy
Wizard's Hit Points are at 50%
Wizard's Hit Points are at 25%
Wizard's Hit Points are at 10%
Wizard is helpless (i.e., stunned, held, paralyzed, asleep, webbed etc.)
Wizard has been poisoned

Acceptable targets are:
Self

Since the duration is unlimited until triggered, you can memorize the Contingency spell and the spell you want to put in it, cast Contingency, then replace Contingency in your memorized spells and rest. That way, you still have Contingency active after rest, but also have two more spell slots for the next encounter.

Only one Contingency can be active at the same time. One Chain Contingency and one Contingency can be active each.

Contingency will trigger even if the character is immobile due to a Time Stop.

Cleric / Mages can also put Cleric spells into the Contingency. E.g. automatically Heal yourself at low hitpoints.

Contingency can trigger succesfully even in dead magic zones (e.g. the room in Watcher's Keep Teleport Maze where three Cornugons are fighting a Balor and the player can acquire the Purifier). However, it must be prepared before entering the area.

Where to obtain its scroll[]

Baldur's Gate II: Shadows of Amn[]

Sold by[]

Found in[]

Baldur's Gate II: Throne of Bhaal[]

Sold by[]

See also[]

Mod content[]

Mods icon This section is about unofficial content that is only available via fan-made mods.

Regarding this type of spell, the Sword Coast Stratagems mod will do the following, but only if you do not install Spell Revisions:

Allow players to use the individual versions of Spell Immunity in triggers
Spell Immunity is really eight sub-spells. This component allows a subspell to be placed into a Contingency or Spell Trigger.
On Enhanced-Edition installs, this is done crudely, by introducing scrolls of the eight different versions of Spell Immunity. ToBex allows it to be done more smoothly on original-game installs.

Make spell sequencers, spell triggers, and contingencies learnable by all mages
In the unmodded game, spell sequencers, contingencies etc. are in the Evocation school, making them unavailable to Enchanters; this is a serious weakness for the class. This component moves them to be in both the Conjuration and Evocation schools (like Wish), so that all mages may use them. The affected spells are Minor Sequencer, Spell Sequencer, Spell Trigger, Contingency, and Chain Contingency. This will not take effect if you have Spell Revisions installed (as SR takes care of this already by making them "Universal" School).

With Spell Revisions installed, this is the equivalent spell description:

Contingency
Level: 6
School: Universal
Range: Personal
Duration: Special
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

Upon casting this spell, the wizard is allowed to choose a spell out of his repertoire of known spells. The spell level must be lower or equal to the level of the caster divided by three. Once the spell is chosen, the caster is allowed to choose a condition of some kind from the list provided. The starting condition can be anything from reaching 10% of his maximum hit points to an enemy being sighted. Once this starting condition is satisfied the spell that was chosen will be cast automatically. For example, a 12th level wizard could place the spell Stoneskin in a contingency with the starting condition being ‘the wizard reaches 50% of his maximum hit points’. Then once the wizard is reduced to 50% or less of his total hit points in combat, Stoneskin would be immediately cast upon him. This requires no action by the wizard, happening automatically and instantaneously. The limitation of this spell is that the target of the spell placed in the contingency must be the caster. Therefore, the spell stored cannot be an offensive spell nor can it target any other party members.

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