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Turns an area of solid ground into sticky mud.

Original D&D[]

Transmute Rock to Mud[]

Debuted in Men & Magic, for the magic-user. Supplement 3: Eldritch Wizardry adds the spell to the druid list.

  • Spell Level 5
  • Range 12"
  • Duration 3d6 days

The caster turns up to 30 square inches of ground (earth, sand, and rock) to sticky mud in 1 turn. Creatures moving into the mud will be mired, sinking if heavy enough, or losing 90% of their movement otherwise. Flying and levitating creatures can avoid the mud. The spell can be countered by reversing the incantation,and otherwise only goes away gradually with natural evaporation over the duration.

Reversed Effect[]

The only explicit effect of this spell, when reversed, is to counter the effects of the original spell.


Transmute Rock to Mud[]

Debuted in the Player's Handbook as a druid spell.

Level: 5 School: Alteration
Components: V, S, M (mistletoe)
Range: 16" Casting Time: 7 segments
Duration: Special Saving Throw: None
Area: 2" cube/level

Turns natural stone into mud. The depth of the mud is 1/2 its length/breadth. Creatures who cannot escpae the mud (via flight or levitation or other means) will sink and suffocate, though light creatures may be able to skitter over the surface. The spell is permanent until dispelled or reversed, but normal evaporation will erase this spell's effects in 1d6 days per 1" (the exact time modified by weather, sun, wind, drainage, etc.).

DM's Advice: Sinking is not immediate, happening at the rate of 1' per segment (10' per round). Brush on the surface will allow creatures to climb atop it and use it to prevent sinking (heavier creatures require more brush to remain afloat). Ropes can be used to pull creatures out of the mire (1 person can pull 1 person, or 10 people can pull something the size of a horse).


The reverse of this spell solidifies mud, turning it to stone (sandstone or similar) permenantly, unless magically changed.