Meld into Stone
TransmutationYou 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.
Spell Details
Player Guide
Use Meld into Stone as a defensive escape when surrounded or facing overwhelming force, stepping into a nearby stone surface to become untargetable for up to 8 hours. It's invaluable for scouting ahead in dungeons—meld into a stone wall, observe enemies undetected, then emerge when you have tactical advantage. The spell works best in environments with abundant stone (dungeons, mountains, castles), but becomes useless in wilderness or wooden structures. Note that you can cast spells while melded if you're aware of enemies outside, but you cannot move or see, making it primarily a defensive stasis tool.
Spell Combos
DM Tips
Clarify whether stone surfaces (walls, floors, boulders) are large enough to fully contain the character's body—a reasonable DM should allow most dungeon architecture. Remember that the melded creature cannot perceive the outside world or see/hear, preventing meta-gaming while melded, and any damage to the stone might force an early exit as the stone is no longer 'large enough.'