A doubtfully relevant side note: like surprisingly many IF design problems, this was first addressed in Adventure. The method used there is quite interesting, though you might want to make the clues a teensy bit less obscure if you try something similar.
In Crowther’s unfinished original Adventure, BLAST yielded
Blasting requires dynamite. This wasn’t the only response that referred perhaps deceptively to non-existent objects. DIG was another of Crowther’s:
Digging without a shovel is quite impractical. The worst one of all was added by Woods in his completed version: when you try to feed the bird,
It's not hungry (it's merely pinin' for the fjords). Besides, you have no bird seed., which is both the game’s funniest one-liner and its most misguided deceptive clue.
However, Woods also expanded Crowther’s brief comment on BLAST into an endgame puzzle. In Woods’ game, players were expected to vent their feelings occasionally, so there’s a response to FUCK:
Watch it! The curious player, naturally, will then try other expletives to see if anything sticks. SHIT and DAMN, it turns out, are not recognized, but BLAST is, and that’s how the topic of dynamite is first brought up. I suspect that’s how players were meant to be clued in that BLAST is part of the parser’s limited vocabulary.
Then in the endgame, you come across a mysterious “rod with a rusty mark on the end,” a marked contrast to the previous rod with a rusty star, along with a hint (if you happen to find it) that reads:
There is something strange about this place, such that one of the words I’ve always known now has a new effect. With some lateral thinking, the player might intuit that they now possess the required “dynamite” - or, more likely, they might simply try every verb in turn, but hopefully they at least remember that BLAST is a possibility.