PDA

View Full Version : Uses for Transmute Rock



Gastronomie
2018-12-17, 12:05 PM
Transmute Rock
level 5 - transmutation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (clay and water)
Duration: Until Dispelled
You choose an area of stone or mud that you can see that fits within a 40-foot cube and that 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 to 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. So, reading this spell I think it's got quite a lot of fun uses.

The obvious is that it's a field control spell that doesn't require concentration. Fighting on rock-based environments is extremely common, and using the first option of this spell, any creature without teleportation or flying speed will be stuck in the muddy area for several rounds, even assuming they succeed on their STR saves every turn. If they get an unlucky roll... well, they lose another turn. Wouldn't work on archers but will devastate normal enemy mooks.

The fact you could use this together with various concentration spells seems pretty fun on its own, but apart from that I think there are a lot of uses for this spell (albeit with DM permission).

Breaking down dungeon walls. Breaking down fortress walls. Perhaps entire buildings, with enough time and spell slots. Since the area is 40x40x40ft, targeting the ceiling will usually get you a route to the floor above (or below, with the ground).

As downtime, turning a swamp into a pavement. Or turning that wicked city of the enemy into a swamp.

If you've already fashioned a mold, you can pour mud into it and turn it into stone, creating cool statues. For what? I dunno, but it's cool.

Any other ideas? Or stuff you've actually done?

KorvinStarmast
2018-12-17, 12:18 PM
I like this combination of Transmute Rock and Wall of Thorns (https://rpg.stackexchange.com/q/133114/22566)

1 foot of movement costs either 7 or 8 feet, depending on how you read the text. Slow enemy can be kited ...

Something we discussed at our table was to get a basilisk to stare at an enemy, or a medusa, and thus turn them to stone. Transport the statue to a river. Put the statue in the river and then transmute them into mud. Washed away ... how to get rid of a BBEG. I'd say it takes a wish or a True Resurrection to come back from that.