Stone Walk - Drow (Priest Spell)

A development of the meld into stone spell, this magic allows a caster to merge into solid stone and travel short distances through it. Travel is possible through loose, or broken stone, but not mud, sand, or fine gravel. Movement is always at a rate of 10 feet per round.
If spell duration permits, a caster can enter stone, leave it, and re-enter it or another mass of stone, without casting a second stone walk. While in stone, the caster can sense any ending or edges of stone within 120 feet, as well as the presence, loca­tion, and size of any cavities, seep-water, fissures, air pockets, and beings (such as digging or impris­oned creatures, and those able to pass through stone, such as xorn). The stone blocks all hearing, but some vibrations can be felt. The caster can walk up or down as well as horizontally, and can tell direction relative to the natural grain of the rock.
The caster is trapped alive, entombed in solid stone (the same as a victim of the 9th level wizard spell imprisonment) if not out of stone when the spell expires. A priest within 12 feet of a break in the stone when the spell ends can struggle onwards to break out at a cost of 1d6 lost hit points (2d6 if a System Shock roll fails). In the round of emer­gence from stone, the caster is unable to use spells or attack, has an effective Armor Class of 10, and moves at half rate (rounding down).
Notes: Rare spell known by the drow.
Category:Priest Spells
Category:Spells from Priest's Spell Compendium
Category:Spells