

This spell functions like nondetection, except it blocks the effects of only divination spells and effects that target an area, rather than you or an object in your possession specifically. Saving Throw Will negates (harmless) Spell Resistance no School abjuration Level alchemist 2, antipaladin 2, inquisitor 2, ranger 3, sorcerer/wizard 2, summoner 2 This spell functions like nondetection, except you divide the duration in 1-hour increments among the creatures or objects touched. Level antipaladin 4, mesmerist 4, occultist 4, psychic 4, sorcerer/wizard 4Ĭomponents V, S, M (diamond dust worth 25 gp per target) If cast on a creature, nondetection wards the creature’s gear as well as the creature itself. If you cast nondetection on yourself or on an item currently in your possession, the DC is 15 + your caster level. If a divination is attempted against the warded creature or item, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the caster level of the spellcaster who cast nondetection. Nondetection also prevents location by such magic items as crystal balls. The warded creature or object becomes difficult to detect by divination spells such as clairaudience/clairvoyance, locate object, and detect spells. Saving Throw Will negates (harmless, object) Spell Resistance yes (harmless, object)
#MELD INTO STONE PATHFINDER LICENSE#
It is our intent to work within this license in good faith.School abjuration Level alchemist 3, antipaladin 3, inquisitor 3, medium 2, mesmerist 3, occultist 3, psychic 3, ranger 4, sorcerer/wizard 3, spiritualist 3, summoner/unchained summoner 3 Domain trickery 3 Elemental School void 3Ĭomponents V, S, M (diamond dust worth 50 gp) If you see any page that contains SRD material and does not show this license statement, please contact an admin so that this license statement can be added.

To distinguish it, these items will have this notice.
#MELD INTO STONE PATHFINDER FREE#
It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3. This is part of the (3.5e) Revised System Reference Document. Finally, passwallexpels you without damage.īack to Main Page → 3.5e Open Game Content → System Reference Document → Spells Open Game Content ( place problems on the discussion page). Transmute rock to mudexpels you and then slays you instantly unless you make a DC 18 Fortitude save, in which case you are merely expelled. Stone shapedeals 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 fleshexpels 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. 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. 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. When the casting is complete, you and not more than 100 pounds of nonliving gear merge with the stone. The stone must be large enough to accommodate your body in all three dimensions. Nothing of your presence remains visible or otherwise detectable by nonmagical Senses. Using your Movement, you step into the stone at a point you can touch. Meld into stone enables you to meld your body and possessions into a single block of stone. Meld into 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.
