

Stone shape deals you 3d6 points of damage but does not expel you. The following spells harm you if cast upon the stone that you are occupying: Stone to flesh expels you and deals you 5d6 points of damage. If the spell's duration expires or the effect is dispelled before you voluntarily exit the stone, you are violently expelled and take 5d6 points of damage. Meld into Stone (tra): Meld into a block of stone. Levitate (evo): Float an object or creature a few feet of the ground. Glyph of Warding (abj): Store a spell in a symbol to make a trap. Fireball (evo) H: An explosion of fire in an area burns creatures. You can negotiate its return to you, offer to sell yours, or whatever will entice one of you to the others location. Feet to Fins (tra) H: Turn a creatures feet into fins, enabling it swim but slowing it on land. But if someone (or something) does possess it, then you two have a pair of sending stones.

The stone's complete destruction expels you and slays you instantly unless you make a DC 18 Fortitude save.Īny time before the duration expires, you can step out of the stone through the surface that you entered. If its mate isnt in a creatures possession, activating your stone tells you this, and doesnt consume its daily charge. Minor physical damage to the stone does not harm you, but its partial destruction (to the extent that you no longer fit within it) expels you and deals you 5d6 points of damage. Nothing that goes on outside the stone can be seen, but you can still hear what happens around you. You remain aware of the passage of time and can cast spells on yourself while hiding in the stone. While in the stone, you remain in contact, however tenuous, with the face of the stone through which you melded. If either condition is violated, the spell fails and is wasted. Ive been puzzled by the usefulness of the spell Meld Into Stone, to a point where Ive wondered if it can be cast on someone else other than the caster.The description for the spell seems to conflict with its range. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. When the casting is complete, you and not more than 100 pounds of nonliving gear merge with the stone. A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. My all-Cleric party didn’t listen to me will youI’m doing Patreon. The stone must be large enough to accommodate your body in all three dimensions. If I was a Level 5+ Cleric, Druid, or Daolock, I’d personally memorize Meld Into Stone. Using your movement, you step into the stone at a point you can touch. spell and passwall expels the priest without damage.Meld into stone enables you to meld your body and possessions into a single block of stone. You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. The following spells harm the priest if cast upon the stone that he is occupying: stone to flesh expels the priest and inflicts 4d8 points of damage stone shape causes 4d4 points of damage, but does not expel the priest transmute rock to mud expels and slays him instantly unless he rolls a successful saving throw vs. If the duration runs out, or the effect is dispelled before the priest exits the stone, he is violently expelled and suffers 4d8 points of damage. At any time before the duration expires, the priest can step out of the stone through the stone surface he entered. The magic lasts for 1d8+8 rounds, with the variable part of the duration rolled secretly by the DM. According to the Player’s Handbook, Ritual Spells are: Certain spells have a special tag: ritual. The stone's destruction expels the priest and slays him instantly, unless he rolls a successful saving throw vs. Minor physical damage to the stone does not harm the priest, but its partial destruction, if enough so that the caster no longer fits, expels the priest with 4d8 points of damage. Nothing that goes on outside the stone can be seen or heard, however. The priest remains aware of the passage of time. While in the stone, the priest remains in contact, however tenuous, with the face of the stone through which he melded. If either condition is violated, the spell fails and is wasted. When the casting is complete, the priest and not more than 100 pounds of nonliving gear merge with the stone. The stone must be large enough to accommodate his body in all three dimensions. This spell enables the priest to meld his body and possessions into a single block of stone.
