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You can make yourself appear as a member of another race, though none of your Statistics change. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing Characteristics, if any. You can breathe Underwater and gain a Swimming speed equal to your walking speed.Ĭhange Appearance: You transform your Appearance. While the spell lasts, you can end one option as an action to gain the benefits of a different one.Īquatic Adaptation: You adapt your body to an aquatic Environment, sprouting gills, and growing webbing between your fingers. When you cast the spell, choose one of the following options, the Effects of which last for the Duration of the spell. it's just that each foot of their movement costs four feet of movement.Īll that said, you're well within your rights to rule that freedom of movement allows a creature to traverse the mud of transmute rock unhampered if it's a better fit for your table! I'm just offering a purely rules-as-written reading of these two spells' interactions.You assume a different form. (freedom of movement would prevent this), while the same creature traversing the mud created by transmute rock still has a speed of 30 ft. that is hit by ray of frost has their speed reduced to 20 ft. A good example of a spell that reduces a creature's speed is ray of frost.
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While difficult terrain functions similarly to this effect, the spell doesn't specifically state that it creates difficult terrain, and as such it doesn't do so.Īdditionally, transmute rock does not reduce a creature's speed. Transmute rock does not create difficult terrain it says that each foot of movement costs four feet of movement. In a strict reading of the spell, transmute rock still hinders a creature under the effect of freedom of movement. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage. 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. On a failed save, a creature becomes restrained by the rock. On a successful save, a creature is shunted safely to the surface in an unoccupied space. Any creature in the mud when it transforms must make a Dexterity saving throw. 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. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Any creature under the mud when it falls must make a Dexterity saving throw. If you cast the spell on a ceiling, the mud falls.
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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. 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. 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. The ground in the spell’s area becomes muddy enough that creatures can sink into it. 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. You choose an area of stone or mud that you can see that fits within a 40-foot cube and is within range, and choose one of the following effects.