Blueshine: Blueshine is normally acquired through a complex series of precisely timed heatings, slakings, and prolonged baths in arcane mixtures of rare and enchanted liquids known to include cockatrice feather distillate, drops of the blood of various draconian species, and sweet water potions. A human wizard, Toth of Calimport, recently developed a spell that duplicates the effects of blueshineand was slain by the Red Wizards for his efforts. Toths spell had already been stolen by a rival mage before the Thayans tried to make it exclusively their own, and appears here for the first time in any publication. It is a 4th-level wizard spell whose effects precisely duplicate the end result of the successful blueshine process. Blueshine (Wiz 4; Alteration) Range: Touch Components: V, S, M Duration: Permanent Casting Time: 4 Area of Effect: The metal parts of any one item that is less than the casters own body volume in size Saving Throw: None This spell serves to alter and protect metals. The caster touches one item, which may be crafted of any number of inorganic substances joined together but must not be larger in total volume than the casters body, and the blueshine instantly takes effect. Organic substances, such as glues, can be present in the object, but if they make up more than a tenth of its total volume, the spell fails. Any fractures or weaknesses existing in the item are purged, so that they are whole, look like new, and are free of blemishes. In addition, the metals are made more resistant to acids. An item treated with blueshine gains a bonus of + 1 on all item saving throws vs. acid and all corrosive effects, from venom to various bloods to ochre jelly secretions to black dragon acid. A blueshine spell also prevents future rusting and purges the metals of all oxidation, causing affected metal to revert to its former state, not merely melting rust away and leaving the item thinner or with gaps and holes. All metals treated with a blueshine spell glow with a deep blue sheen when they catch available light. The material component for this spell is a small piece of cobalt blue glass or a chip of a blue-hued gemstone.
Everbright: This long, difficult, and exacting dwarven process is now known to smiths of other races, but it has thus far defied all efforts to duplicate its end results with a spell. At least three magesAthlagh of the Many Locks (who resides in Firepost Towers in Ithmong), Halandrar Crowncloak of Ulkan, and Spelargh of Phelzoland one archpriest, Beltorvan Duircragh, Bright Blade of Tempus in the Bloodbright Temple of Dolselar, have mounted long-running, continuing researches to this end with no success. Metals treated with everbright gain an enduring bright shine (akin to chromium) and become immune to tarnishing and other discoloration, acidic corrosion, and rustingeven that caused by rust monster antennae. The passage of time does not affect the efficacy of everbright protection, but it can be broken if a protected item is shattered into more than three pieces or comes into contact with lava, dragon fire, spellfire, or the heat of a forge hotter than that used in the latter stages of the everbright application.
Habalars Stealth: The only widespread metal treatment devised by a human is this process of immersing and boiling items in a bath of stealthslake. The secret formula for stealthslake is known only to the House of Halabar merchant clan in Murann, which guards it viciously. The descendants of Halabar are rumored to employ certain intelligent, shapechanging monsters to strike at lore thieves where they cannot easily do so in person targets such as Waterdhavian nobles and lords of Westgate. Halabars stealth renders metallic items nonferromagnetic, nonreflective, and silent, not clanging even when struck against other metals or stone with force. Treated items are able to take dyes and paints, so that even bare sword blades can readily be changed in color and thus concealed from long-range detection. Treated items still strike sparks at sharp impacts and when broken and conduct lightning as well as ever.