Transmute Rock
To Mud
(Rock
to Mud)
(Alteration)
Reversible: Transmute
Mud to Rock
(Mud to Rock)
(default: druid, mu: magic-user)
(short forms: cf. FF.75, retriever)

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(mu: v.s.m) |
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(mu: 2 cubic " /level) |
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Effect: This spell turns natural rock of any sort into an =equal= volume of mud.
The depth of the mud can
never exceed one-half its length and/or breadth.
If it is cast upon a rock,
for example, the rock affected will collapse into mud.
Creatures unable to levitate,
fly,
or otherwise free themselves from the mud will sink and suffocate,
save for lightweight creatures
which could normally pass across such ground.
The mud will remain until
a dispel magic spell or a reverse of this spell, mud to rock, restores
its substance --
but not necessarily its
form.
Evaporation will turn the
mud to normal dirt, from 1 to 6 days per cubic 1" being required.
The exact time depends on
exposure to sun, wind and normal drainage.
MC.magicuser:
Except as noted above, and that the material components for the spell are
clay and water
this spell is the
same as the fifth level druid spell, transmute rock to mud.
DMG: Rate of sinking
is 1‘ per segment,
i.e.
1‘ per 6 seconds or 10 ’ per minute (round).
Brush thrown upon the surface
will stop sinking of creatures able to climb atop it
(use discretion as to the
amount of brush and the weight of creatures).
Ropes can be used to pull
creatures out of the mire, assuming that sufficient power is available
--
1 man/man, 10 men/horse
(or vice versa).
Transmute
Mud to Rock: The mud to rock reverse will harden normal mud into soft
stone (sandstone or similar mineral)
permanently unless magically
changed.
The mud [from a Transmute
Rock to Mud] will remain until a dispel magic spell or a reverse of this
spell, mud to rock,
restores its substance --
but not necessarily its form.
Transmute Mud to Rock.MC.magic-user: sand, lime, & water.
NOTES BY GARY
GYGAX
<link to full version>
I avoid the whole issue by
ruling that the rock is turned into nonmagical mud (hence not subject to
Dispel)... i.e. that the process is magical but the resulting material
is not.
- Frank
Mentzer
Ciao!
As a matter of fact I did not allow a wall spell to be cast save if there was some surface the bottom edge it could rest upon.
If you allow them to be cast
into the blue, then MR will not affect one in falling, as it is not a spell.
MR
does not affect blosw from magic wea[ons, eh?
The same goes for rock turned
to mud.
Cheers,
Gary
And you have come to the
right person for a frivolous answer
My players know better than
to try something sure to incur wrath <devious>
Such tactics are a matter for the DM to manage, and as one here is how I would handle an attempt of this sort.
"Sorry, Flubspell, but your Rock to Mud casting seems to fizzle out when it contacts the stonework of the temple. golly, I guess the builders must have imbued it with some fort of protection from this sort of assault on its integrity..."
"Oh, by the by, it seems that you are now turning a ghastly gray color. It seems as if yout attempt has invoked a curse of some sort, as you feel quite weak and not at all well..."
I'd use the same sort of response if someone tried that with any important campaign setting. To stop the rules lawyers from their shrill protests I's write up a few spells to cover constructions--anti-disintigration, anti-rock to mud, etc. Also a few retributive spells to be activated and aimed unerringly at any spell caster attempting to bring down a stricture by that sort or obvious and predicatble tactic. Just because such spells are not included in the standard roster doesn't mean they don't exist.
Cheers,
Gary
Heh, and I wasn't pointing
a finger and fault-fnding. My players try all sorts of imaginative and
generally underhanded tactics, and so do I when I am playing, not GMing
Why allow the players to
mess up the campaig setting?