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Dust
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Blending dust:  

[SE] 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" in diameter.  
     If thrown against a creature or inanimate object, 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 2 1/2' x 10', etc.). The magic from the dust of blending lasts for 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.  
XP value:    1,250                      gp value:   5,00  

Charming dust:  

This powerfully charged magical dust emits pheromones enticing all creatures 
of the opposite sex, while not charmed these are more receptive to the character.  

Cowards dust: 

This rare dust is only found on some prime worlds. Non-magical it most be prepared either by alchemist, apothecaries or other in the same vein. This dust makes someone enter a dark bloodlust where he hungers for battle. It is normally used by reluclant conscript soldiers who fear the heat of battle. Its name has been given to it by trained mercainiries. It is also known as Traxalar powder, it must be sniffed. A dose can cost as much as 6 silver pieces.   

Lunix dust:  

Lunix dust is a brown-yellow alchemical dust. This dust is not a magical item but 
rather an alchemical one. Lunix dust has the power, when thrown into fire to  
enlarge it to twice its size. This effect last for a full round. A packet of lunix 
powder is good for three uses and is usually sold for around 10 gp.   

Forgetfulness Dust:  This dust looks like other magical dusts, and is stored  
and delivered in the same manner.  When throw at a character or other living  
creature, the dust causes the victim to forget everything that has happened to  
him in the last hour (including having the dust tossed upon him).  Enemies  
encountered during that time will be forgotten, paths explored will look  
unfamiliar, and newly made friends will be seen with suspicion.  If a  
character's immediate surroundings are similar to those the character was in an  
hour before, the character won't even be aware of the difference without close  
examination (if any differences in environment exist).  After one week, the  
lost memories will be restored, and no experience will be lost.  
     Player characters, if sprinkled with dust, should be forbidden by the DM  
to use 'forgotten' knowledge.  No saving throw is given against this power.  
XP value:    1,500   gp value:    4,000  

Pixie charm breaker: 

This magical dust actually can break nearly any charm upon wich it is du 
sted upon. Wich charms it does not work against is up to the Dm. A packe 
t of this magical dust is very rare and is good for only one application.  
Rust Dust:  [S9] 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 core, 1' wide at te  
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 mithral and adamantite--will be  
affected automatically if the 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, 1 +4 sword has a 40% chance of not  
corroding.  Magical items without a 'plus' ratig, 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.  
XP value:    1,000  gp value:    5,000           

Slipperyness Dust: 

Created by the mage Delis Grelvis, this powerful powder, when sprinkled upon any  
hard surface, makes it almost impossible to stand upon.. All characters and NPCs  
in the affected area must do a Dex. check every round with a -8 pen. or fall to the  
ground and spend 1 round trying to get up.. Even then they must roll again to keep  
their balance.. This is the bane of thieves in the Realms.. Kings & mages have been  
known to coat their treasure rooms with it.. The dust lasts untill a Dispel Magic 
spell of at least 12+ level is preformed.... 
Precautions must be used to cast this dust too.. Gloves are the only thing needed if  
applying small amounts.. Throwing the container in the air and letting it settle  
is a better way, but leaves the caster trapped if they have no means of dispelling  
it.. This is why it is usually found in metal or ceramic tubes with a VERY TIGH seal, 
sometimes magicaly sealed.. (and you wonder why??? ) 

Thanks to Lord Callubonn for this.    

Willow dust: 

This magical dust is relatively easy to make, and can be produce for pra 
ctically nothing.  

It’s ingredients are:  

Pebbles exposed to the light of the moon for tree consecutive nights  
a batch of tall grass. 
1 pounds of soil that has never seen the light of day (this must come fr 
om a cave, or collected at night.  

Because of its facility to produce this is often one of the first magica 
l item an alchemist, priest or wizard create. The dm should award bonus  
to determine the creator chance of success when creating willow dust.  

Willow dust is a fine yellow fluorescent dust. It is not phosphorescent. 
When exposed to the light of the moon this dust make things glow. It has 
no effect in the day where it does not even shine. This dust can be foun 
d rather easily and can sell for around 20 gp for one dose, which is goo 
d to cover a 10 by 10 area.