Meld into Stone

Level & School
3rd-level transmutation
Casting Time
Action or Ritual
Range
Touch
Components
V, S
Duration
8 hours
Classes
Cleric, Druid, Ranger

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 6d6 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.

Level & School
3rd-level transmutation
Casting Time
Action
Range
Touch
Components
V, S
Duration
8 hours
Classes
Cleric, Druid

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. Using your movement, you step into the stone at a point you can touch. 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 your 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 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.

Meld into Stone 5.5e 2024 vs. 5e 2014 edition differences

The 2024 version adds the option to cast as a ritual, includes ranger as a class, specifies a 5-foot movement to exit, and changes damage from bludgeoning to Force. It also grants the Prone condition upon expulsion. The core mechanics are otherwise similar.

Spells similar to Meld into Stone

  • Leomund's Tiny Hut, 3rd-level evocation

    Both create a safe, long‑lasting refuge you can remain inside for many hours and are commonly used to shelter or hide from danger.
  • Sequester, 7th-level transmutation

    Sequester and this spell both remove a creature or object from normal perception for extended periods, making them effectively hidden and protected.
  • Rope Trick, 2nd-level transmutation

    Rope Trick and Meld into Stone provide a temporary extradimensional or out‑of‑sight space you can enter to avoid the outside world and its hazards.
  • Nondetection, 3rd-level abjuration

    Both help prevent detection by others—one by concealing a creature from magical observation and the other by physically hiding them inside stone.
  • Stone Shape, 4th-level transmutation

    Stone Shape and Meld into Stone both interact directly with stone to alter how you can use or occupy it, often enabling covert movement or concealment.