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Transmute rock to mud was a transmutation or alteration spell that transformed natural stone into an equivalent volume of viscous mud.[3][5][6][11] The reverse of this spell, transmute mud to rock,[note 1] caused normal mud or quicksand to become a solid but brittle quantity of stone (like alabaster, pipestone, or sandstone) of equal volume.[5][6][11]


This spell only worked on uncut, un-worked rock. Any shaping, polishing, or other alterations by non-natural processes prevented the transformation. The maximum depth of stone that could be changed was 10 ft (slightly over 3 m). Upon transformation, gravity caused the mud to fall, slide, ooze, subside, or pour to the lowest level possible. Any creatures or objects that were using the rock for support rapidly sank partway into the mud unless they were able to climb, fly, levitate, or use other means to escape.

Falling mud was likely to cause damage to any beneath the affected area. If cast on the ceiling of a cavern, structural integrity could possibly be compromised, causing further damage and destruction. The change was permanent until dispel magic or the reverse of this spell was successfully cast on the affected area. Note that restoring the material to its original composition did not necessarily restore its original shape.


This spell required verbal, somatic, and material components to cast, including a small amount of clay and water. Divine spell casters could use their divine focus in place of the material components. Transmute mud to rock required verbal, somatic, and material components as well, including a pinch of sand, lime, and some water.

In the Rashemen spellcasting tradition of the vremyonni the somatic component and the material component for this spell was to toss a ball of wet clay at the area to be effected by the spell.[12]


The arcane version of this spell was invented by Netherese arcanist Proctiv in −2085 DR and was originally called Proctiv's rock-mud transmutation.[1][13]


See Also[]


  1. Transmute mud to rock was not a slime domain and not a sea spell.


  1. 1.0 1.1 1.2 slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), pp. 22, 24. ISBN 0-7869-0437-2.
  2. Richard Baker, Robert J. Schwalb, Stephen Schubert (April 2015). Elemental Evil Player's Companion , link:[1]. In David Noonan, Stacy Janssen eds. (Wizards of the Coast), pp. 12, 14, 22–23.
  3. 3.0 3.1 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast). ISBN 0-7869-2886-7.
  4. Richard Baker, James Wyatt (March 2004). Player's Guide to Faerûn. (Wizards of the Coast), p. 91. ISBN 0-7869-3134-5.
  5. 5.0 5.1 5.2 David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), pp. 172, 225. ISBN 0-88038-716-5.
  6. 6.0 6.1 6.2 David "Zeb" Cook (April 1995). Player's Handbook 2nd edition (revised). (TSR, Inc.), pp. 219, 285. ISBN 0-7869-0329-5.
  7. Cook, Findley, Herring, Kubasik, Sargent, Swan (1991). Tome of Magic 2nd edition. (TSR, Inc), p. 151. ISBN 1-56076-107-5.
  8. Richard Baker (1996). Player's Option: Spells & Magic. (TSR, Inc), pp. 183–184. ISBN 0-7869-0394-5.
  9. Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 153. ISBN 978-1560763581.
  10. slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), pp. 122–123. ISBN 0-7869-0437-2.
  11. 11.0 11.1 11.2 Gary Gygax (1978). Players Handbook 1st edition. (TSR, Inc.), p. 82. ISBN 0-9356-9601-6.
  12. James P. Davis (2008). The Shield of Weeping Ghosts. (Wizards of the Coast), p. 34. ISBN 978-0-7869-4877-2.
  13. slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), p. 26. ISBN 0-7869-0437-2.