Transmute Mud to Rock


Rules Questions


So using a quicken rod a wizard casts transmute rock to mud on the natural stone floor of a cave. The PC's are of course in the area. Then immediately after he casts transmute mud to rock. That spell says...

<<<< This spell permanently transforms normal mud or quicksand of any depth into soft stone (sandstone or a similar mineral).

Any creature in the mud is allowed a Reflex save to escape before the area is hardened to stone. >>>>

So if they fail the reflex save, are they just trapped, forever? Do the others who passed it have to dig them out? Does this come down to hardness rules? etc.

Seems pretty effective when it came up at a table, but is it too mean, or is there an easy solution for the PC's? There is no save for the creatures in the area with the first spell, there is for the second.

The Exchange

So lets look here.

Transmute Rock to Mud:

School transmutation [earth]; Level druid 5, sorcerer/wizard 5

Casting Time 1 standard action

Components V, S, M/DF (clay and water)

Range medium (100 ft. + 10 ft./level)

Area up to two 10-ft. cubes/level (S)

Duration permanent; see text

Saving Throw see text; Spell Resistance no

This spell turns natural, uncut, or unworked rock of any sort into an equal volume of mud. Magical stone is not affected by the spell. The depth of the mud created cannot exceed 10 feet. A creature unable to levitate, fly, or otherwise free itself from the mud sinks until hip- or chest-deep, reducing its speed to 5 feet and causing a –2 penalty on attack rolls and AC. Brush or similar material thrown atop the mud can support creatures able to climb on top of it. Creatures large enough to walk on the bottom can wade through the area at a speed of 5 feet.

If transmute rock to mud is cast upon the ceiling of a cavern or tunnel, the mud falls to the floor and spreads out in a pool at a depth of 5 feet. The falling mud and the ensuing cave-in deal 8d6 points of bludgeoning damage to anyone caught directly beneath the targeted area, or half damage to those who succeed on Reflex saves.

Castles and large stone buildings are generally immune to the effect of the spell, since transmute rock to mud can't affect worked stone and doesn't reach deep enough to undermine such buildings' foundations. However, small buildings or structures often rest upon foundations shallow enough to be damaged or even partially toppled by this spell.

The mud remains until a successful dispel magic or transmute mud to rock spell restores its substance—but not necessarily its form. Evaporation turns the mud to normal dirt over a period of days. The exact time depends on exposure to the sun, wind, and normal drainage.

Transmute rock to mud counters and dispels transmute mud to rock.

Transmute Mud to Rock:

School transmutation [earth]; Level druid 5, sorcerer/wizard 5

Casting Time 1 standard action

Components V, S, M/DF (sand, lime, and water)

Range medium (100 ft. + 10 ft./level)

Area up to two 10-ft. cubes/level (S)

Duration permanent

Saving Throw see text; Spell Resistance no

This spell permanently transforms normal mud or quicksand of any depth into soft stone (sandstone or a similar mineral).

Any creature in the mud is allowed a Reflex save to escape before the area is hardened to stone.

The Exchange

cdglantern wrote:

So using a quicken rod a wizard casts transmute rock to mud on the natural stone floor of a cave. The PC's are of course in the area. Then immediately after he casts transmute mud to rock. That spell says...

<<<< This spell permanently transforms normal mud or quicksand of any depth into soft stone (sandstone or a similar mineral).

Any creature in the mud is allowed a Reflex save to escape before the area is hardened to stone. >>>>

So if they fail the reflex save, are they just trapped, forever? Do the others who passed it have to dig them out? Does this come down to hardness rules? etc.

Seems pretty effective when it came up at a table, but is it too mean, or is there an easy solution for the PC's? There is no save for the creatures in the area with the first spell, there is for the second.

They are trapped until released or they dig their way out, or are dug out. Suffocation rules and hardness rules would apply.

There is no save for the first because the spell is cast on the ground not on the person. They could theoretically crawl out or fly out.

On a quickened spell for the first and a immediate follow up of the second I would rule that only the feet are stuck. Why? because they were not given enough time to fall into the mud. Maybe a foot a round they would go downwards.


Crimson Jester wrote:
Rock to Mud: A creature unable to levitate, fly, or otherwise free itself from the mud sinks until hip- or chest-deep..

Well, thankfully your PC's won't suffocate in the rock and perhaps they could even free themselves.

The Exchange

Stynkk wrote:
Crimson Jester wrote:
Rock to Mud: A creature unable to levitate, fly, or otherwise free itself from the mud sinks until hip- or chest-deep..
Well, thankfully your PC's won't suffocate in the rock and perhaps they could even free themselves.

If chest deep I would still cause some suffocation. Also if they were prone at the time maybe a reflex save to keep from ending up face first in the mud would be warranted.

The Exchange

Chest deep would be hard to breath, to be sure, but I wouldn't call for suffocation. After all, if they inhale before hand then the mud hardens into that shape- then they can breath out and back in just fine. If they told me they wanted to exhale before the mud hardens, it might be a different story... but I don't know why they would.


Thanks guys. I too saw no reason why it shouldn't have worked. Sometimes when you play bad guys as effective, SOME players get upset I guess.


Note that the duration is permanent, not instantaneous.

So.. uh... one dispel should remove the mud to rock, and then.. uh.. a second would remove the rock to mud.
This could get complicated if they try to dispel, and the enemy wizard has a dispel of his own readied.

*shakes head* That made my brain twist into knots for a second there. It's too early in the morning.

Sovereign Court

The spells are cast almost simultaneously, and one counters the other... So the wizard looks flashy and nothing happens.

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