Disable Dweomer and Arcane Lock


Rules Questions


Disable Dweomer (ACG):
Prerequisites: Disable Device 5 ranks, Use Magic Device 5 ranks, trapfinding.

Benefit: You can use Disable Device to suppress the magic of a non-artifact magic item for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the suppression. Using Disable Device in this way takes 2d4 rounds, with a DC of 15 + the item's caster level.

Arcane Lock:
An arcane lock spell cast upon a door, chest, or portal magically locks it. You can freely pass your own arcane lock without affecting it. If the locked object has a lock, the DC to open that lock increases by 10 while it remains attached to the object. If the object does not have a lock, this spell creates one that can only be opened with a DC 20 Disable Device skill check. A door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell. Add 10 to the normal DC to break open a door or portal affected by this spell. A knock spell does not remove an arcane lock; it only suppresses the effect for 10 minutes.

Does casting Arcane Lock make the affected item a magic item such that Disable Dweomer can be used to suppress the Arcane Lock, and in the case of an item with its own lock, bring the DC of the lock back down to normal?


Andy Brown wrote:
Does casting Arcane Lock make the affected item a magic item

No, it does not. Magic Items are the ones created with the various relevant feats, not objects that happen to have a spell cast on them.

Although I'm not sure whether that holds up in the case of permanent magic spells.

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