You choose an area of stone or mud that you can see that fits within a 40-foot cube and is within range, and choose one of the following effects.
Transmute Rock to Mud. Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the spell’s duration.
The ground in the spell’s area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.
If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
Transmute Mud to Rock. Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell’s duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a successful save, a creature is shunted safely to the surface in an unoccupied space. On a failed save, a creature becomes restrained by the rock. A restrained creature, or another creature within reach, can use an action to try to break the rock by succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage.
* - (clay and water)
Neat lore bard or druid combo:
transmute rock
then cast campfire/bonfire cantrip on a restrained victim for 3d8
start of there turn another 3d8
end of turn another 3d8
so 9d8 potential per round.
This and mold earth for some easy pretty decent homes
Compared to hard stone, like from the Wall of Stone spell where each panel has AC 15 and 30 hit points per inch of thickness. This soft stone is AC 15 and 25 hit points.
This affects a 40ft cube, does that mean if you target the ground with the upper side of the cube, that the lower side of the cube (40ft underground) will mean that things will sink 40ft down?
Or is it disregarding "complete" sinking saying that the mud is thick enough to traverse across without sinking all the way (potentially just 5ft down), hence the 4ft per 1ft of movement penalty?
Also at what rate would sinking occur?
On a side note why would you waste a dispell turning it to rock when the restraint factor is already built into the mud already and would require repeat saves.
It could be, depending on the area. Dry dirt or normal sand isn't any of those things. So farmland, forest, desert, beach, for example could make the spell ineffective.
I'm curious about something.
The duration for this spell is "until dispelled". Which would indicate that, once dispelled, the affected substance would return back to the original substance it was before the spell was cast.
So, if you cast rock to mud, on say a hard rock surface, such as a stone floor, and had enemies sink in, and then dispelled the effect, it would turn it back to the original hard rock surface correct? Not the type of soft stone surface mentioned in the "Transmute Mud to Rock" part of the spell?
What would happen to creatures trapped in the mud when it is dispelled and turned back to its original stone state? Would they make a dex save like in the "Transmute Mud to Rock" section? If it's not soft stone, would they be trapped, unable to break free? Would they have whatever part of their bodies stuck in the mud crushed? Would they die? Or is this something that would be left to the DM to determine on a case by case basis?
It you used it on rock that contained something of interest, like gemstones or crystals, would they be turned to mud as well? Or would they be more easily extracted/mined?
If you are a Scribes Wizard, you could change the damage type of the falling stone from 'bludgeoning' to 'fire' (as long as you have a 5th level fire damage spell) - should be easy to convince the DM that it's lava at that point.
The theoretical use of this spell on a stone bridge over a chasm while enemies are on it.
The worldbuilding implications of this spell are pretty big. This is essentially concrete, the spell.
This plus Spike Growth is devestating for the enemy. You can only move 5 feet a turn, take damage for it, and need a save each turn.
Combine with moonbeam and enjoy - especially with Large/Huge/gargantuan creatures. Telekinetic feat also useful with this combo.
I have allowed Sand to Mud in the Al-Qadim setting I'm running, mostly as an obstacle to movement.
"Nonmagical rock of any sort" RAW it should work on ice?
I think DND follows the 4 primordial elements, earth, air, fire, water. As such I'd expect it only applies to the earth element.
RAW with modern physics yes it would apply and make slushies.
Does "choose an area of stone or mud that you can see that fits within a 40-foot cube" also mean, you could use an area of 160foot by 10foot?
I read from the rules, that it would only need to fit into such a 40-foot-cube, but can have any dimension still falling into this max size.
rework this with some fire damage and you could turn the mud to lava.
Question: If someone is held in Force Cage, could another caster Cast Transmute Earth on the ground below. Turning it to mud. The Force Cage is pushed into the mud and then the mud changed back to rock?
Force Cage being concentration spell, is stopped.
Buried alive?!
I am right with this?
No. Forcecage specifically says that the "cage" it creates is immobile. It can't be pushed (into mud or anywhere else).
Please remind me how you would dispel a spell without a spellslot.