This spell causes the target to drop one specific hand-held item. The dropped item may not be picked up by the target for five seconds.
The caster decides what the item is that is to be targeted with Disarm. A general description like “Weapon” is fine, although if the target is holding two items that match the description, it is the target’s choice as to which to drop. A Shield does not qualify as a Weapon for this call. If the target is only carrying one thing, then “item” is sufficient.
Shields, Arrows, and Bolts are not considered “Weapons” for purposes of this spell, although a Bow or Crossbow is. If the caster wishes to Disarm a Shield, Arrow, or Bolt, then the specific item must be stated in the verbal. Spell Packets cannot be affected by this spell, but Alchemy or trap globes can be.
Disarm is strong enough to overcome any rope or chain that may be attached to the hand. If the chain is unshatterable then it will become “unrung.” You cannot avoid this spell by tying your Weapon to your hand. If a Paste of Stickiness was applied to the item up to ten minutes prior, the item will remain in your hand, but the Paste of Stickiness will be used up in the process. The Paste of Stickiness tag must be taped to the item. The proper call to use in this circumstance is “Resist.”
A Spirit Linked or Locked item will not be dropped but cannot be used for five seconds. The target must place the item behind their back for five seconds, calling “Altered” in response to this attack.
You cannot avoid this spell by borrowing a Weapon and thus claiming that the spell doesn’t affect you because the Weapon isn’t “yours.” Nor can you avoid it by dropping the Weapon to the ground or throwing your Weapon up in the air just before the Packet is about to hit you, thus claiming that the Weapon was not in your possession at the point of contact of the spell.