Hallow
- Level: 5
- School: Abjuration
- Class: Cleric
- Casting Time: 24 hours
- Range: Touch
- Components: V, S, M (incense worth 1,000+ GP, which the spell consumes)
- Duration: Until dispelled
You touch a point and infuse an area around it with holy or unholy power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect of Hallow. The affected area has the following effects.
Hallowed Ward. Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types can't willingly enter the area, and any creature that is possessed by or that has the Charmed or Frightened condition from such creatures isn't possessed, Charmed, or Frightened by them while in the area.
Extra Effect. You bind an extra effect to the area from the list below:
Courage. Creatures of any types you choose can't gain the Frightened condition while in the area.
Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a level lower than this spell, can't illuminate the area.
Daylight. Bright light fills the area. Magical Darkness created by spells of a level lower than this spell can't extinguish the light.
Peaceful Rest. Dead bodies interred in the area can't be turned into Undead.
Extradimensional Interference. Creatures of any types you choose can't enter or exit the area using teleportation or interplanar travel.
Fear. Creatures of any types you choose have the Frightened condition while in the area.
Resistance. Creatures of any types you choose have Resistance to one damage type of your choice while in the area.
Silence. No sound can emanate from within the area, and no sound can reach into it.
Tongues. Creatures of any types you choose can communicate with any other creature in the area even if they don't share a common language.
Vulnerability. Creatures of any types you choose have Vulnerability to one damage type of your choice while in the area.
Tactical Usage
Hallow creates permanent sacred or profane zones that fundamentally alter tactical considerations for extended periods. The 60-foot radius covers substantial areas, making it excellent for protecting important locations, temples, or strategic positions. The permanent duration until dispelled provides unmatched value for area control.
The creature type restrictions effectively banish specific threats from protected areas. Use against campaigns featuring prominent undead, fiends, or aberrations to create secure sanctuaries. The possession and charm immunity provides crucial protection against mind control effects.
Resource management requires significant upfront investment through the 24-hour casting time and 1,000 GP component cost. However, the permanent effect provides ongoing value that justifies the expense for critical locations. Plan casting timing carefully to ensure uninterrupted completion.
Spell Combinations
Hallow synergizes powerfully with other permanent magical installations. Combine with Guards and Wards for comprehensive fortress protection. Glyph of Warding can provide additional triggered defenses within hallowed areas. Private Sanctum adds divination protection to sacred spaces.
Layer additional enchantments within hallowed areas for enhanced effects. Consecrate or similar divine magic might stack with hallowed effects. Symbol spells can create triggered effects for specific creature types attempting to enter.
For enhanced protection, combine with architectural defenses and mundane security measures. The magical effects complement physical barriers, guards, and conventional defenses to create nearly impregnable installations.
Material Component Details
The 1,000+ GP incense requirement represents a substantial but worthwhile investment for permanent area protection. High-quality incense typically includes rare components - myrrh, frankincense, sandalwood, or exotic religious substances. Many temples maintain dedicated incense supplies for Hallow casting.
Different incense types might affect the hallowed area's characteristics. Divine-specific incenses could enhance effects for related creature types, while rare planar incenses might provide enhanced protection. The quality and source of incense often reflects the creator's religious tradition.
The consumed nature means each Hallow casting requires fresh incense investment. However, the permanent duration makes this cost economical for important locations. Some religious organizations pool resources to create hallowed sites for community protection.
Creator Notes
Hallow creates campaign-defining locations that persist across multiple adventures. The permanent nature allows for established safe havens, significant religious sites, or protected research areas that become important campaign elements.
When designing encounters around hallowed areas, remember that the effects are absolute for specified creature types. This creates interesting tactical considerations where certain enemies cannot enter, forcing them to use different approaches or allies.
The extra effects provide tremendous customization options for different campaign needs. Peaceful Rest prevents undead creation, while Extradimensional Interference stops teleportation ambushes. Choose effects that address specific campaign threats or enhance desired location characteristics.
Environmental Interactions
Hallow adapts to various environments while maintaining consistent protective functions. Underground locations might emphasize the Darkness or Daylight effects, while wilderness areas could benefit from creature type restrictions against natural threats.
The spell's divine nature interacts meaningfully with religious and cultural environments. Areas already considered sacred might enhance Hallow's effectiveness, while desecrated locations might resist the effect or require higher-level casting.
Certain environments might provide natural synergy with specific extra effects. Coastal areas could benefit from Extradimensional Interference to prevent aquatic threats, while mountain regions might use Fear effects against flying creatures.
Common Rulings & Clarifications
Creature Type Restrictions: The specified creature types cannot willingly enter the area, but they can be forced in through spells, effects, or abilities that override their will. Once inside, they aren't immediately expelled but cannot choose to remain.
Extra Effect Selection: Only one extra effect can be chosen per casting, though multiple Hallow effects can overlap if their areas don't conflict. Different extra effects require separate castings.
Possession and Charm Immunity: Creatures within the area become immune to possession, charm, and fear effects from the specified creature types, regardless of when those effects were applied.
Dispelling Requirements: The entire effect can be dispelled as a single magical effect, despite its complexity and permanent nature.
Alternative Applications
Hallow excels in creating permanent community protection beyond combat applications. Towns threatened by specific creature types can pool resources to create hallowed safe zones. The Peaceful Rest effect prevents graveyards from becoming undead spawning grounds.
For religious applications, Hallow creates truly sacred spaces that provide mechanical benefits matching their spiritual significance. Temples, shrines, and holy sites gain practical protective powers that reinforce their cultural importance.
Research applications benefit from effects like Silence for undisturbed study or Tongues for international scholarly collaboration. The Extradimensional Interference prevents unwanted magical intrusions during sensitive research.
Related Spells
Area Protection: Forbiddance creates similar permanent area restrictions. Guards and Wards provides comprehensive magical security. Private Sanctum offers divination protection and privacy.
Divine Magic: Consecrate provides smaller-scale sacred area effects. Bless offers temporary divine enhancement. Protection from Evil and Good provides personal protection against similar creature types.
Permanent Effects: Symbol creates persistent triggered effects. Glyph of Warding can become permanent with sufficient time investment. Contingency provides permanent conditional spell activation.
Scaling Analysis
As a 5th-level spell, Hallow provides exceptional value through its permanent duration and comprehensive protection. The spell's utility scales with campaign importance and threat level rather than character level.
The 1,000 GP cost becomes more manageable as parties accumulate wealth, but remains significant enough to prevent casual usage. The investment is typically justified for crucial locations - home bases, temples, or strategic strongholds.
Effectiveness scales with campaign length and recurring threats. Short campaigns might not justify the investment, while long-term campaigns benefit tremendously from established hallowed sanctuaries.
Narrative Flavor
Hallow manifestation should emphasize the profound spiritual transformation of the affected area. Describe the gradual sanctification during the 24-hour casting - increasing sense of peace or dread, gathering divine energy, and growing spiritual presence.
The completed hallowed area should feel fundamentally different from surrounding terrain. Sacred areas might glow with soft light, emit pleasant sounds, or feel spiritually uplifting. Profane areas could feel oppressive, emit unsettling sounds, or cause spiritual unease.
Different deities might produce unique hallowed characteristics. War gods could create areas that inspire courage, while nature deities might cause plants to grow more vibrantly. The hallowed area should reflect the casting cleric's divine patron and religious philosophy.