- For other Transmutation Spells, see Transmutation Spells. For The Priest Spell, see Transmute Rock to Mud (Priest Spell).
This spell turns natural rock of any sort into an equal volume of mud. The depth of the mud can never exceed half its length or breadth. If it is cast upon a rock, for example, the rock affected collapses into mud. Creatures unable to levitate, fly, or otherwise free themselves from the mud sink at the rate of 10 feet per round and suffocate, except for lightweight creatures that could normally pass across such ground. Brush thrown atop the mud can support creatures able to climb on top of it, with the amount of brush required subject to the DM's discretion. The mud remains until a dispel magic spell or a reverse of this spell, mud to rock, restores its substance—but not necessarily its form. Evaporation turns the mud to normal dirt, at the rate of 1d6 days per 10 cubic feet.
The mud to rock reverse can harden normal mud into soft stone (sandstone or similar mineral) permanently unless magically changed.
The material components for the spell are clay and water (or sand, lime, and water for the reverse).
Player's Option: Combat & Tactics[]
- From: Escalades (POCT)
Transmute Rock to Mud: This spell effects only “natural” stone. Stone which has been created or protected by magic is unaffected, as is stone which has been artificially shaped on all four sides. For example, the walls in a simple tunnel driven through solid rock are subject to this spell, but if the tunnel were lined with brick or stones that had been worked into blocks, a transmute rock to mud spell could not harm them. This spell still is very useful in a siege, however, as virtually all castles must be built upon bedrock in order to support the weight of the walls. It is possible to use a transmute rock to mud spell to undermine a wall by attacking the bedrock underneath, provided that the spell has enough area to reach under the wall and that the mud can flow out and leave a cavity under the wall. In some cases it might be necessary to employ sappers or a dig spell to get at the bedrock and provide a place for the mud to go. If these conditions are met, the wall still remains unaffected if the defender rolls a 10 or more on 1d20.