In Dungeons & Dragons 5th Edition, flesh to stone is a classic transmutation spell that can turn a creature to stone, halt ongoing actions, and impose long‑lasting tactical consequences. This guide explains how the spell works in official rules, what conditions it triggers, how to handle saving throws and timing, and how it interacts with common resistances and creature traits. Whether you are a player considering the risks or a Dungeon Master ruling a dramatic encounter, the details below will help you use and adjudicate flesh to stone consistently and fairly.
How flesh to stone works in D&D 5e
Flesh to stone is a 4th‑level transmutation spell that targets one creature you can see within range. Make an attack roll; on a hit, the target must succeed at a Constitution saving throw or begin turning to stone. The spell description in the Player’s Handbook states that, on a failed save, the target is petrified and turns to stone until the spell ends or the target is reduced to 0 hit points. On a successful save, the target takes half damage and is not petrified. The spell also deals 3d8 bludgeoning damage on a hit, making it both a control and a damage effect useful in combat and exploration.
Key rule basics at a glance
| Attribute | Verified Detail | Source Type |
|---|---|---|
| Spell level | 4th‑level transmutation | Player’s Handbook |
| Range | 120 feet | Player’s Handbook |
| Components | Verbal, somatic, material (a small piece of flesh) | Player’s Handbook |
| Attack roll | Ranged spell attack | Player’s Handbook |
| On failed save | Target is petrified; turns to stone | Player’s Handbook |
| On successful save | Half damage, no petrification | Player’s Handbook |
| PETRIFICATION condition | Duration can be ongoing; see timing below | PHB & official errata |
PETRIFICATION condition basics
The PETRIFICATION condition is one of the most restrictive conditions in the game. A petrified creature is paralyzed, its speed becomes 0, it has advantage on attacks against it (due to being an easier target) and immunity to all non-magical physical damage. While petrified, the creature can’t see and automatically fails Strength and Dexterity checks. In D&D 5e, petrification usually lasts until the condition is removed by magic such as lesser restoration, greater restoration, or wish. With flesh to stone, the petrification lasts until the spell ends, which makes duration management important for both the caster and the target.
PETRIFICATION at a glance
- Paralyzed and restrained in place
- Speed is 0
- Cannot see; automatically fails Strength and Dexterity checks
- Has advantage on attacks against the creature
- Immunity to non‑magical physical damage
Duration and spell ending
The duration of flesh to stone depends on how it is cast. If you cast it using a 4th‑level spell slot, the spell lasts until the end of your next turn, which is enough to deliver a risky petrification attempt in melee or at range. If you cast it using a 5th‑level spell slot, the duration becomes until the end of your next turn, but in practice this functions similarly for immediate control rather than ongoing minute‑by‑minute control. Some tables treat higher‑level slots as extending tactical opportunities or allowing concentration-like flexibility; clarify with your table. The spell also ends immediately if the target drops to 0 hit points, at which point the creature returns to its normal form, often in a prone and broken state.
Practical timing notes
- Concentration is not required for the basic effect described in the Player’s Handbook; clarify if your table treats petrification as concentration.
- On a failed save, the target is restrained/petrified immediately, giving you a chance to control the battlefield.
- Spells like dispel magic or targeted effects that remove petrification can end the condition earlier.
Targeting specifics and saving throws
Flesh to stone targets one creature, making it highly reliable for removing key threats. The target gets a Constitution saving throw to avoid petrification and to halve damage on a success. Factors that commonly affect this save include the target’s Constitution modifier, advantage/dishe advantage, and effects that grant temporary hit points or resistance. Specific creature traits—such as the brute trait in some stat blocks—do not usually change the save DC but may interact with how damage is applied before petrification. Always check official creature stat blocks for any unusual wording. If your game uses variant rules like Lucky, a target might reroll a failed save or invoke the feat to mitigate the outcome.
Resistances, immunities, and limitations
Not every creature is equally vulnerable to flesh to stone. Certain damage and condition immunities can reduce the spell’s effectiveness. For example, creatures immune to non‑magical physical damage are only partially protected, since the spell’s damage is magical, but they are still subject to the petrification condition if they fail the save. Constructs and undead often have advantage on saving throws against spells, and some specific creature types, such as certain oozes or elementals, may be described as having resistance or immunity to being petrified in their stat blocks. When in doubt, consult the creature’s official stat block and any published errata to confirm whether special immunities apply.
Tactical considerations and common interactions
Because flesh to stone imposes the PETRIFICATION condition, it can remove a dangerous enemy from combat, protect allies, or solve environmental challenges. However, it also carries risk: missing your attack roll means you spent a high‑level spell slot for little effect, and a successful save still deals meaningful bludgeoning damage. Pairing the spell with effects that impose disadvantage on the target’s save, such as faerie fire or teammates that can grapple, can improve your odds. Countermeasures like dispel magic, freedom of movement, and timely healing to reach positive hit points are common ways to mitigate or recover from a petrification attempt. Remember that the spell’s material component—a small piece of flesh—may have roleplaying and preparation implications for your campaign.
Rules clarification and common questions
Official errata and sage advice address several recurring questions about flesh to stone. If a creature becomes petrified and then regains hit points through regeneration or similar effects while still at 0 hit points, the regenerating creature typically remains petrified until the condition is removed, because petrification is a separate condition from being at negative hit points. Cover and three‑quarters cover do not help a target against the spell’s ranged attack roll, but they do grant normal benefits to AC if the target somehow becomes melee‑engaged. When you cast the spell using a higher‑level spell slot, consult your table about whether any additional benefits beyond increased damage apply; official sources do not extend the duration beyond the turn‑based structure described above. For long‑running campaigns, tracking material components and allowing creative uses for retrieved or replaced flesh can add meaningful roleplay without altering mechanical outcomes.
Conclusion
Flesh to stone remains a powerful and narratively rich spell in D&D 5e, offering clear mechanical benefits and meaningful choices for both players and Dungeon Masters. By understanding its attack roll, save DC, duration, and interactions with petrification and other conditions, you can apply it consistently at the table. Use the details above to judge when the spell is appropriate, how creatures might resist it, and how to adjudicate dramatic petrification scenes. For lasting utility, treat the spell as part of a broader tactical toolkit that accounts for spell slots, resistances, and the availability of countermeasures.
Tags: d&d-5e, flesh-to-stone, petrification-condition, spell-rules, tabletop-rules