Hooo... I haven't worked on Perplexicon in awhile...I know I had a list of contingency effects though, so I'll go dig 'em up.
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Note that I got most of these from someone else. I honestly don't remember now how much I changed or added- not much, I don't think.
When attacked
When casting a spell (Can be stacked with itself)
When inflicting damage
When injured
When near death (Or just death)
When unable to act
When touched
I think I'll add an actual "on death", so you can have a nuke that won't just finish you off. I'm iffy about "hostile within ten feet" though... you could have a spell that only lights up hostiles, which would kinda ruin a lot of plots. But then again, "detect hostiles" is a pretty common spell.
Something that would be good would be a contingency that can detect the removal/activation of another contingency. Then you could have hard-to-remove pacifism spells ("WhenInflictingDamage TargetCaster Zentol Zentol Zentol Zentol", protected by two "WhenOtherContingencyRemoved TargetCaster Zentol Zentol Zentol Zentol")
As far as balancing it, my modified system needs the contingincies bound to something permanent- so, an object or tatoo. It'd be overpowered, but I also have a 'magic radiation' system that causes problems based on how many magic items/tatoos you have on your person. Kind of like how Angle was burned by the pair of control everything rings Paris made for him in the original.