Dusts


Dust of Blending

This magical dust is usually found in a small leather bag upon which is drawn many magical sigils in silver foil. Each of the 2-12 cakes of dust of blending found in a bag resembles a crumbly chunk of yellow dirt about 3 inches in diameter.

If thrown against a creature or inanimate object, a cake of dust of blending explodes in a harmless shower of yellow and red sparks and causes the immediate area to blend in with its surroundings so as to be 90% invisible, even on close inspection. Each cake can cover an area of 50 cu. ft. (such as 2' x 5' x 5', 2' x 21/2' x 10', etc.). The magic from the dust of blending lasts for 7-12 (1d6+6) turns.

The dust can be washed off, thus revealing the object or creature it was meant to conceal. It may also be blown off by winds in excess of 40 mph. If a creature moves while coated, there is a 10% chance per turn of movement that the dust will be shed.


Rust Dust

Rust dust looks like a fine metallic powder similar to dust of appearance or other magical dusts. It is usually contained in small silk pouches for dispersal by hand, or in hollow bone tubes for spreading by blowing through the tube. If it is shaken out by hand, one pouch will cover a 10' radius area; dust blown from a tube will create a 20' long cone, 1' wide at the start and 15' wide at the end. From 1-10 containers of either sort may be found at one time.

Any non-precious metallic materials within the area of effect of rust dust will rust (or otherwise deteriorate) and fall into useless scraps one round after being contacted by the dust. Precious metals (gold, platinum, and silver for instance) are not affected. Objects of iron, copper, bronze, tin, and similar metals or alloys thereof - including mithril and adamantite - will be affected automatically if the item of which the metal is made is non-magical.

Magic items (swords, armor, shields, rings of protection, etc.) must save as if struck by a rust monster, gaining 10% chance to withstand the dust for every `plus' of enchantment; thus, a +4 sword has a 40% chance of not corroding. Magical items without a `plus' rating, such as an iron flask, iron golem, or ring of spell storing, have a 10% chance to save against the dust. All such saving throws must be re-rolled every time a new dose of rust dust is encountered.


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