Escaping Transmute Mud to Rock

Noumenon

First Post
I can't believe that a spell whose purpose is to trap people in stone, doesn't give any guidelines as to how you can escape being trapped in stone. It's as though the spell description for web ended with the Reflex save.

The only means I've thought of where you could ever escape are
  • having Still teleport
  • houseruling that the sandstone is in gravel form (Str 22 to get out)
  • giving sandstone hardness 4, hp 100 and hoping somebody has a weapon free
Or, I could just go by the spell description and have it essentially be an area-effect save or die.
 

log in or register to remove this ad

You could make an escape artist check of a high but not impossible DC.
Still Transmute Rock to Mud

And there's not even a requirement for the Still spells, if you can keep your hands free. It's not a sure thing that character will sink all the way into the mud immediately.
 

having Still teleport
The entire Teleport line is verbal-only. Still spell not needed.

Freedom of Movement could potentially help (it's a magical rock that's stopping you from moving).

As a Permanent effect, Transmute Mud to Rock can be dispelled (do note that Dispel Magic, Greater Dispel Magic, and Disjunction are also Verbal-only).

I'm sure there's a number of other spells that could get you out - Polymorph or Shapechange into something that can get through stone, Phase Door perhaps, et cetera.

Rule that it's effectively a Wall or Door, and assign it a strength check break DC.

Escape Artist check has been mentioned.
 


OK, spellcasters have options. With hewn stone being hardness 8, 540 hp Break DC 50 for three feet, I think the lowest I can go for sandstone is a "you might get out eventually" hardness 6 hp 288 break 40. Escape Artist, I'll go with DC 30 so a level 9 will need a 15 to make it.
 
Last edited:


Or, I could just go by the spell description and have it essentially be an area-effect save or die.
Save or die if you are already buried in mud. The Polar opposite spell, Transmutate Rock to Mud only sinks victim "hip- or chest-deep" leaving arms free to laboriously chip away at the sandstone.

It is a nasty combo, but it does take two fifth level spells without seriously favorable terrain.

Having solid mass perfectly formed around you is pretty much inescapable unless you can reshape yourself like an ooze.
OK, spellcasters have options. With hewn stone being hardness 8, 540 hp Break DC 50 for three feet, I think the lowest I can go for sandstone is a "you might get out eventually" hardness 6 hp 288 break 40. Escape Artist, I'll go with DC 30 so a level 9 will need a 15 to make it.
That is really low, mundane masterwork manacles are DC 35 to escape and there is no way a full body cement suit is only as hard to escape as a Tight Space.
 
Last edited:

Save or die if you are already buried in mud. The Polar opposite spell, Transmutate Rock to Mud only sinks victim "hip- or chest-deep" leaving arms free to laboriously chip away at the sandstone.

It is a nasty combo, but it does take two fifth level spells without seriously favorable terrain.
Quicken one of them, and depending on the terrain (stone dungeons are quite common...) target the ceiling rather than the floor. Should take care of it.... although then you're using a 9th level spell equivalent and a 5th level spell... and lots of things at that level can teleport without issues....
 

Honestly, you're probably better off using the 4th level spell Black Tentacles at lower levels and avoiding the combo altogether at higher levels.
 


Remove ads

Top