Disarm (408)

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Disarm (408)
Mnemonic [DISARM]
Duration Instantaneous
Utility Magic  
Availability All 
Minor Elemental Spells
Elemental Defense I (401) Defensive
Presence (402) Utility
Lock Pick Enhancement (403) Utility
Disarm Enhancement (404) Utility
Elemental Detection (405) Utility
Elemental Defense II (406) Defensive
Unlock (407) Utility
Disarm (408) Utility
Elemental Blast (409) Attack
Elemental Wave (410) Attack
Elemental Blade (411) Offensive
Weapon Deflection (412) Attack
Elemental Saturation (413) Attack
Elemental Defense III (414) Defensive
Elemental Strike (415) Attack
Piercing Gaze (416) Utility
Elemental Dispel (417) Attack
Mana Focus (418) Utility
Mass Elemental Defense (419) Defensive
Magic Item Creation (420) Utility
Elemental Targeting (425) Offensive
Elemental Barrier (430) Defensive
Major Elemental Wave (435) Attack

Disarm is a utility spell that allows the caster to attempt to disarm containers. This spell can also be used to attempt to disarm typical doors. When the spell is successful, the trap on the container or door being targeted will be disarmed.

The success of the spell is a percentage which is based on the level of the caster along with the caster's Aura bonus. Also, the level or difficulty of the trap is taken into account.

This spell can potentially set off the trap that is on the target object if the spell fails, but will not necessarily do so. In order to make this spell more effective, the caster can also use the spell Disarm Enhancement (404). However, the duration of Disarm Enhancement immediately ends after each use of Disarm, regardless of success.

On a successful cast on a trap will result in a positive message that the trap has been disarmed. If cast on an object with no trap, there will be no message that indicates if there is a trap or if the spell simply failed. Because there is no particular messaging for locks without traps, this spell is typically combined with Piercing Gaze in order to first determine if the lock is trapped or not. Also be aware that successfully disarming a scarab that is still in a lock will not cause it to fall to the ground, thus it cannot be sold. The spell can be used on scarabs that have been removed from a box, but will result in a much lesser value than a scarab that has been manually disarmed.

Lore Benefit

Training in Elemental Lore, Water will corrode a trap on unsuccessful casts. Each corrosion of the trap will subtract from the trap's difficulty based on a seed 1 summation of ranks up to a total reduction of 10% of the trap difficulty. The effect lasts 60 seconds and is refreshed on successive casts, while the corrosion is cumulative upon each cast (up to 10%).

Elemental Lore, Water ranks 1 3 6 10 15 21 28 36 45 55 66
Trap difficulty reduction 1 2 3 4 5 6 7 8 9 10 11
Elemental Lore, Water ranks 78 91 105 120 136 153 171 190 210 231
Trap difficulty reduction 12 13 14 15 16 17 18 19 20 21


Failure (after trap has been detected)
You gesture at a scratched thanot trunk.
Now to isolate the offending mechanism and disable it...The trunk vibrates slightly but nothing else happens.
You gesture at a scratched thanot trunk.
Now to isolate the offending mechanism and disable it...The trunk pulses once with a deep crimson light!

Alchemy Recipe

A softly glowing red potion
  1. Add water
  2. Add 2 doses of red trafel mushroom
  3. Boil
  4. Add 2 doses of ayanad crystal
  5. Simmer
  6. Add powdered pink rhodochrosite stone
  7. Chant Disarm (408)