GNOME HOMES and how to make them – DO it YOURSELF and add something MYSTICAL to your area Posted on August 24, 2017 by fromthefirstorder GOT an OLD TREE and YOU don’t know what to do with it?
![Gnome Gnome](/uploads/1/2/5/4/125433244/594995742.jpg)
As a DM, I was involved in running a couple of one offs with a large group of people who were new to D&D. The group consisted of a couple of DMs who each ran there own little session with a couple of players. Afterwards, the DMs got together to share notes on the interesting things. During this one of the other DMs shared a conversation between a wizard and a barbarian at his table.
The gist of it was that the barbarian wanted to keep a prize from the battle in which they had captured a gnome. They asked the wizard to transmute the gnome into stone or iron, i.e. Something that wouldn't rot. The wizard said that he had no idea how to do this, but wouldn't be willing to do it even if he could, so no attempt was made to transmute the prisoner.
The DM who came up with this said he wouldn't have let it happen anyway but some of the others disagreed, saying given enough time and research they would allow it. My question is whether or not the rules specify this anywhere? Since the principle seems sound (just think of basilisks and their) what would it entail to transmute a living creature? The 6th-level spell Flesh to Stone would achieve the desired effect, typically requiring an 11th-level warlock or wizard to cast.
More practically (if this isn't a level 11+ game) the GM could work out a sensible price for embalming/taxidermy tools and allow the players to use those to produce a trophy. The prices for artisans tool on page 154 of the Player's Handbook can act as a guide for the value of the tools. If you treat the trophy as a 25 gp art object, it would take 5 person-days of work to craft.
Transmute Rock 5th-level transmutation Casting Time: 1 action Range: 120 feet Components: V, S, M (clay and water) Duration: Instantaneous 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 and flowing mud that remains for the spell’s duration. If you cast the spell on an area of ground, it 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 this save the first time it enters the area 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 failed save, a creature becomes restrained by the rock. The restrained creature can use an action to try to break free by succeeding on a Strength check (DC 20) or by dealing 25 damage to the rock around it. On a successful save, a creature is shunted safely to the surface to an unoccupied space.