Some questions for rule people to comment on- I haven't seen these written down and I wanted to know what the current ruling in our chapter. I don't mind everyone's input, but would like a Marshal from Seattle to give the official call in the chapter. Thanks!
1-If you are setting a trap and get hit by a prison....
What happens?
a- do you take the trap effect and only you take the effect because the prison "contains" it?
b- do you not take the effect because you are prisoned and everyone within five feet takes the trap effect?
c- does the prison not interrupt the "trap setting" and just delay the "trap setting" count for ten minutes or until the prison is taken down by the caster? (being the trap and the setter are both frozen exactly how they were?)
d- other?
2- If you are setting and/or disarming a trap and get his by an effect that takes away your ledgermain skill (such as a drain effect), does the trap go off? (i.e. in setting it, you can't complete the sixty count to set it and the 2nd one- you are touching a trap and no longer have the proper skill to do so)
3- Can a spell (aka packet), be used to set off a trap if it is actually a thrown spell with an incant? (I know you can Destroy/Shatter a trap, but what about healing one?)
4- Can a Wall of Force, Ward, or COP be cast in a large movable room such as a wagon or a ship?
5- Can a Wall of Force be cast flat against the ground if there is a portal flat on the ground? (I.E. If there is a hole/tunnel going straight down into the ground, can a Wall of Force be used to seal the top off?)
Thanks rules people!
1-If you are setting a trap and get hit by a prison....
What happens?
a- do you take the trap effect and only you take the effect because the prison "contains" it?
b- do you not take the effect because you are prisoned and everyone within five feet takes the trap effect?
c- does the prison not interrupt the "trap setting" and just delay the "trap setting" count for ten minutes or until the prison is taken down by the caster? (being the trap and the setter are both frozen exactly how they were?)
d- other?
2- If you are setting and/or disarming a trap and get his by an effect that takes away your ledgermain skill (such as a drain effect), does the trap go off? (i.e. in setting it, you can't complete the sixty count to set it and the 2nd one- you are touching a trap and no longer have the proper skill to do so)
3- Can a spell (aka packet), be used to set off a trap if it is actually a thrown spell with an incant? (I know you can Destroy/Shatter a trap, but what about healing one?)
4- Can a Wall of Force, Ward, or COP be cast in a large movable room such as a wagon or a ship?
5- Can a Wall of Force be cast flat against the ground if there is a portal flat on the ground? (I.E. If there is a hole/tunnel going straight down into the ground, can a Wall of Force be used to seal the top off?)
Thanks rules people!