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)






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Posted Oct 21, 2020It's not considered a ritual because it's not a ritual castable spell.
It's just a spell that takes 24 hours to fully cast, the spell slot is consumed as normal.
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Posted Dec 23, 2020Could you cast this on a shield or sword, so you have a bubble of space around you where you can't be attacked by said creatures?
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Posted Jan 7, 2021So, what happens if an effect tries to force a fiend into hallowed ground? Or if a creature tries to drag one onto hallowed ground?
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Posted Jan 21, 2021That would be a DMs call because the spell description doesn't specify anything one way or another
Personally, if one of my players tried it, I'd say it didn't work with anything short of teleportation. That it'd be like trying to force something through a solid wall
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Posted Feb 3, 2021Think any spell will ever dethrone Hallow here for longest Casting Time?
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Posted Mar 2, 2021No.
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Posted Mar 2, 2021I recently realized that, since the duration is until dispelled, these should be all over the place. I’m thinking something like a high level cleric founds a cemetery and casts this to stop creatures being reanimated in it.
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Posted May 12, 2021I dont think that should be possible because the spell clearly says that you are infusing an area, not choosing an object.
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Posted Aug 25, 2021The 1,000 gold price tag per cast adds up really, really fast, though. So in major cemeteries etc sure, I'd believe that, but I wouldn't say they'd be particularly common
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Posted Sep 23, 2021My cleric cast Hallow around our fortress before we left on a quest. The duration of the spells says "Until dispelled". But my cleric died on the quest. Is the Hallow spell still in effect?
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Posted Oct 21, 2021The way I think of duration is like this:
Think of magic like a river and you need to water something.
Hope that helps.
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Posted Nov 23, 2021Extremely useful spell
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Posted Feb 10, 2022So can a Death Mage who casts this spell allow undead (his zombies and skeletons) into the Hallowed Ground?
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Posted Feb 15, 2022Would this affect a genasi?
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Posted Feb 17, 2022No, Genasi are humanoids
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Posted Feb 21, 2022Why is this spell evocation? Other spells like it (Magic Circle, Protection from evil and good, etc.) are abjuration, so why not this one?
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Posted Apr 21, 2022the area doesn't do much with the blocking of celestials, elementals, fey, fiends, and undead because the area needs to be bigger to stay away from ranged attacks.
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Posted Jul 12, 2022My doubt it, do I have to choose only one of these effects of Hallow or can I change the effect of the spell every time I cast it?
PS. New to D&D and changing my class from fighter to Paladin. would like your advice on the above.
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Posted Jul 23, 2022In 3rd edition and before, I believe. I could be mistaken.
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Posted Aug 29, 2022Each time you cast the spell, you can choose a different one of the secondary effects. Once the spell is cast, you cant change that specific Hallow's effect, but if you were to cast it again elsewhere, there's no problem with using a different effect.