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 a hallow spell. The affected area is subject to the following effects.
First, celestials, elementals, fey, fiends, and undead can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.
Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the GM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a creature that would be affected enters the spell's area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area.
Courage. Affected creatures can't be frightened while in the area.
Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can't illuminate the area.
Daylight. Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can't extinguish the light.
Energy Protection. Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.
Energy Vulnerability. Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.
Everlasting Rest. Dead bodies interred in the area can't be turned into undead.
Extradimensional Interference. Affected creatures can't move or travel using teleportation or by extradimensional or interplanar means.
Fear. Affected creatures are frightened while in the area.
Silence. No sound can emanate from within the area, and no sound can reach into it.
Tongues. Affected creatures can communicate with any other creature in the area, even if they don't share a common language.
* - (herbs, oils, and incense worth at least 1,000 gp, which the spell consumes)
Question, does this 60 ft radius extended upward? I could see a Cleric creating a building or tower on Hallowed ground that extends upward into a 2nd, 3rd or higher level building and the whole building is Hallow. It could become a Cleric Temple or stronghold if you will. This spell says it can Hallow an area with a 60 foot radius. The Area of a Circle is P(i)x (radius)2. That would be a circle with an area around 11,310 feet at ground level. If you extend that upward, you are talking about a big building!
well most churches, seplecures, chapels, burial grounds, graveyards, etc. are traditionally considered holy ground.
I think that as the AoE is a sphere, the spell does extend upwards and downwards, respecting the radius of 60 ft from the focal point.
Keep that in mind when designing your building =)
I have a question.
Hallow does not allow some creatures to enter it, but what happens to the creature that is already inside the area at the exact moment the spell is cast?
I imagine that they may remain within the hallowed area, as the spell states that they can't enter the area, and mentions nothing about being repelled or harmed while within it.
Thanks for confirming my assumption! Unfortunately I will have to wait for Forbiddance to use this kind of effect as a way of attack.
Well pretty much yes, considering that this spell has a casting time of 24 hours it doesn't seem to be suited as an attack.
As such I would probably homerule that it in fact does push creatures out of the sphere, even if the design does not include that.
Casting time is not a problem for me (insert evil smile). Lack of damage is a problem in itself here, thus I will not use this spell with ma current character. But thanks for advice anyway!
I'm actually counting on the fact it doesn't push them out. My party is being tracked by a lich. The plan is to trap it, then cast hallow centered on the trap with the bonus being necrotic energy protection. Then put a big sign on the front saying, "Do not enter. Dead inside." That should give us time to find its phylactery and stop it for good. If it pushed them out, it would defeat the whole "trapped" part.
I’m curious how that worked out, as Liches (at least basic ones from the MM) can dispel magic up to 8th level, counterspell if they happen to be there at the time of casting, or just plane shift/dimension door out. (Extradimensional Interface will solve the porting issues)
Unfortunately, the campaign ended before we could put our plan into action so we'll never know how it would have resolved.
hm usually when i see hallow ground depicted in other media it works as a kinda barrier keeping out the undead and such burning them on contact and pushing them away etc so id agree with this
The radius is spherical, not circular, so it has a max height as well, but yes, it does extend upward.
It's not a circle but a sphere or dome, like fireball
You can use wish to cast this in combat.
DM- The horad of a 1,000 zombies is 60ft away, what do you do?
Me-"Well now they can't touch us."
DM-"How?"
Me- "Don't you mean hallow"
The spell you really want to trap the lich in is Magic Circle- Hallow is still evocation, judging the wording of the spell, a creature of a barred type would be able to walk out, but then wouldn't then be able to get back in. Magic Circle is abjuration, and specifically designed to trap entities more powerful than the trapper (typically fiends).
Didn't paladins have access to this?
Does the point have to be stationary or can this be cast on a boat or wagon?
Very new to DnD, so please excuse me if the answer is obvious.
The description says the casting time takes twenty-four hours. I read this to mean that the time needed from starting the casting process to the spell taking effect is a full day.
To me, that sounds like a ritual rather than a spell like Fireball or Heal Wounds. Is there a reason this is NOT considered a ritual?
You are correct it is meant to be read like that. Most rituals take 10 min to cast that I've seen. And it's purpose is to not use a spell slot for utility purposes where you can spend the extra time.