Level
3rd
Casting Time
1 Action
Range/Area
60 ft. (30 ft. *)
Components
V, S, M *
Duration
Until Dispelled
School
Transmutation
Attack/Save
DEX Save
Damage/Effect
Bludgeoning

Transmute Misc. You Place your hands on the ground and a magical circle appears on the ground. You then speak the one of the phrases below.

Transmute Wall. You create a wall 10 feet high and 30 feet long. you can alter the walls direct every 10 feet by 90 deg. 

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 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.

Create Rock Weapon. You roll 1d20 plus your WIS to create "ANY " weapon of your choosing regular or magical, the weapon does not have to be in the players handbook. The DC to create the weapon is depending on the type. You can cast [Tooltip Not Found] at higher levels to lower the DC. the weapon you create is made of rock and has 2 uses. If you roll a natural 20 you create the real version of the weapon that does not have a limit on uses. (Proficiency does equate in firing the created weapon)

* - (Dirt and water)

Previous Versions

Name Date Modified Views Adds Version Actions
8/12/2020 9:39:42 PM
4
0
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Coming Soon

Spell Tags: Damage Control

Available For: Bard (Legacy) Cleric (Legacy) Druid (Legacy) Ranger (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

Ruphkinutz

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