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.
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
garhkal wrote:
Gary. What wall spells are
supposed to be affected by magic resistance?
Ie, if i cast a wall
of iron over a drow, would the drow get squished, or would his MR kick
in>
What about rock to mud under
their feet???
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
Quote:
Originally Posted by Edena_of_Neith
Edena_of_Neith here. Hey
there, Gary. Another frivolous question from Yours Truly!
And you have come to the
right person for a frivolous answer
Quote:
Originally Posted by Edena_of_Neith
I never played the super-module
T1-4 The Temple of Elemental Evil.
But I finally obtained a
copy (long ago) and had a look at it.
I saw, therein, a super-dungeon
with 10 or so levels.
And I thought ...
One mage with a Rock to Mud
could take out the whole place.
How?
He, being 10th level, casts
Rock to Mud. This liquifies an area of 20 feet by 20 feet by 20 feet per
level. So a 10th level mage could liquify 10 of these 20x20x20 foot cubes.
He could thus liquify an area of rock equal to 60 feet x 60 feet x 20 feet
with the spell.
He throws the spell on level
1 of the Temple of Elemental Evil, liquifying the 60x60x20 foot parcel
of rock.
Most everyone and everything
(except undead and the like) on level 2 drowns as a good part of level
1 melts onto them.
The mud then roars down
the stairs into level 3 and wrecks the place, drowning half the monsters
there. It flows down further stairways to become a real annoyance on level
4, a slight annoyance on level 5, and everything below level 5 is probably
wondering what in Iuz's name just happened?
It is possible that some
of the major structural support of the place goes, creating cave-ins that
bury more of the Temple, and perhaps causing a cascading effect.
The mage then departs via Teleport, and (cautiously) returns the next day to continue the procedure, until the entire Temple is destroyed.
If there are two or more
mages of 10th level or higher present, the destruction of the Temple of
Elemental Evil via Rock to Mud is accelerated.
Of course, the 10th level
mage probably took the time beforehand (having long planned his attack
on the Temple of Elemental Evil) to prepare Scrolls with Rock to Mud written
many times on them. Thus, his initial attack involves many Rock to Mud
spells, most of level 1 of the Temple is destroyed, and the mudflow drowns
most everything below level 1 right off the bat (assuming, the entire Temple
down to level 10+ doesn't collapse from the sheer weight of the mud!)
This form of attack could
also be used against Castle Greyhawk and other dungeons, it seems to me.
And it seems to me this
tactic - although bad as far as retrieving treasure goes - is quite good
for destroying an enemy target with minimal risk to the mage and his party.
-
My questions are:
Would this tactic work?
If yes, how would Mordenkainen
(when he was 10th level) pull it off?
If no, then why wouldn't
it work?
If yes, have you ever used
this tactic or a variant of it?
If yes, have your players
ever used this tactic or a variant of it?
Yours Sincerely
Edena_of_Neith
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
Quote:
Originally Posted by Edena_of_Neith
Heh. I would most certainly
use that Rock to Mud spell. I wouldn't have asked if I wouldn't have tried
the tactic. I say: All is fair, in love and war and gaming!
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
Quote:
Originally Posted by Edena_of_Neith
If I were DMing, and the
PCs Rock to Mudded my Temple of Elemental Evil, EVERY monster in the place
would come up and attack (undead and elementals do not suffocate, and elementals
can easily open paths of egress for everyone else.) The mage isn't there
anymore? Ok, go sack Hommlet and torture the people there until the culprit
is named! It's Crystal Ball time after that. Then teleport to the mage's
location and ... but the mage went to the King of Verbobonc for protection?
(The King of Verbobonc: Do you know what you've done? Why the High Necromancer
himself had come before me, threatened me, the King. What daring! What
outrageousness! What arrogance! What innocence! ...)
Why allow the players to
mess up the campaig setting?