1. Objects

Rust Dust

Rust dust was a weaker alchemical imitation of Dust of Corrosion, crafted from diluted Rust Monster residue mixed with common minerals. Found in small packets, it could be scattered in the air, where it caused exposed nonmagical ferrous metal to tarnish and flake. Affected items became unreliable, gaining surface rust or weakened joints, though they were not instantly destroyed. Creatures made wholly or partly of such metal were forced to resist its effect, taking a small amount of necrotic damage on a failed saving throw as the dust corroded their form.

While not as devastating as its stronger counterpart, rust dust was still regarded as troublesome and was often used to sabotage arms and equipment in a more subtle fashion.

5e Mechanics

Found in a small packet, this dust is made from finely ground rust monster antennae. There is enough dust in each packet for one use. As an action, you can throw this dust into the air, filling a 10-foot cube that extends out from you. Any creature in the area holding or wearing an object of ferrous metal must make a DC 11 Dexterity saving throw to avoid the dust. Surfaces and immobile objects made of nonmagical ferrous metal in the area automatically fail this saving throw. 

If the object touched is either metal armor or a metal shield being worn or carried, it takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an AC of 10, or a shield that drops to a +0 bonus, is instantly destroyed. If the object is a weapon or ammunition made of metal, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed.

Any creature in the area that is made wholly or partly out of ferrous metal must make a DC 11 Constitution saving throw, taking 2d8 necrotic damage on a failed save, or half as much damage on a successful one.