Rust Blade (Magic Dagger)

These rare weapons have constantly operating, involuntary powers. Whenever the naked blade of a rust blade directly touches metal (a successful attack roll is required), the metal rusts, crumbling to useless shards and flakes in one round. Magical metallic items' contacting a rust blade have a chance of escaping destruction equal to 10% per plus (a dagger +1 has a 10% chance of being unaffected). Special powers or abilities may, at the DM's option, be considered equivalent to additional bonuses. A rod of lordly might, for example, has 10 powers, and could be considered to have a 100% chance of escaping a rust blade's effects. Consider all magical items that are not weapons or armor of some sort to have a 20% base chance of being unaffected.
These weapons cannot be carried in metal scabbards-they are as much a hazard to the wielder and allies as they are to enemies. The creation of these weapons requires some of the flesh of a rust monster's antennae. If a rust monster smells such a blade, it will attack it over all other possible metallic meals. A rust blade touched by a rust monster antenna collapses into a hot, sparkling gray liquid that a rust monster will immediately devour, after that falling into a contented doze. The liquid takes 1d4+1 turns to digest but acts as a healing agent and growth stimulant, giving the affected rust monster full (40) hit points. In rust monsters at full hit points, devouring a rust blade awakens a strong urge to mate-and causes them to wildly attack all metal in the vicinity, ramming any creatures in the way and bowling over any creatures wearing or carrying metal, for 1d4+1 hp impact damage per charge (one charge per round, normal attack roll required, in addition to tentacle attacks). 
Category:Encyclopedia Magica Magic Items
Category:Magic Items
Category:Magic Daggers
Category:Magic Weapons