Meld into Stone
3rd-level transmutation · 6d6 Force damage, average 21
21 average Force damage · 6–36
Roll Meld into Stone
Press a roll button. The dice land here.
Spell details
- Level
- 3rd-level
- School
- Transmutation
- Casting time
- Action or ritual
- Range
- Touch
- Components
- V, S
- Duration
- 8 hours
- Classes
- Cleric, Druid, Ranger
Meld into Stone damage by level
| Cast at | Dice | Average | Range |
|---|---|---|---|
| 3rd slot | 21 | 6–36 |
The odds of 6d6
| Total | Chance |
|---|---|
| 14 or more | 96% |
| 21 or more | 55% |
| 29 or more | 4% |
| 33 or more | <1% |
Meld into Stone against other 3rd-level damage spells
By average damage on one target, Meld into Stone ranks 3rd of 9 3rd-level damage spells in the SRD. Area, saves and riders are not counted here; read each spell.
| Spell | Dice | Average |
|---|---|---|
| Fireball | 8d6 | 28 |
| Lightning Bolt | 8d6 | 28 |
| Meld into Stone | 6d6 | 21 |
| Wind Wall | 4d8 | 18 |
| Call Lightning | 3d10 | 16.5 |
| Conjure Animals | 3d10 | 16.5 |
| Spirit Guardians | 3d8 | 13.5 |
| Vampiric Touch | 3d6 | 10.5 |
| Bestow Curse | 1d8 | 4.5 |
Rules text
You step into a stone object or surface large enough to fully contain your body, merging yourself and your equipment with the stone for the duration. You must touch the stone to do so. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.
While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with Disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use 5 feet of movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.
Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals Force damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 Force damage to you. If expelled, you move into an unoccupied space closest to where you first entered and have the Prone condition.
This page includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License. The averages, odds and tables are ours.