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)
The 1,000 gp per cast is a HUGE hindrance to this spell. This spell is clearly intended to fix areas that have an issue with these types of creatures. Not much use for combat situations except for in niche circumstances.
Could I make it where all attacks miss on hallowed ground?
Would this work for stuff like hallowed ground that churches would have?
Just on a smaller scale
Summon all wolves Wherewolf
And zombies
I mean, you could just invert the spell? Make it where the spell is a holding spell instead of a repelling one? Instead of keeping things out, it keeps them in by inverting the field. Spell modification is a thing, and since you're literally doing the same effect just inverted, it shouldn't be hard to research, nor difficult for your DM to approve. It's literally the basic concept of a magic summoning circle.
Magic Circle
Looking at this spell and the 2024 PHB Divine Intervention feature, and thinking, ooph, Clerics can GAWD action their way into having pseudo Paladin Auras or better now, lol.
divine intervention will let you cast it without burning a spell slot or materials, but it doesn't change the casting time. so it will still take 24 hrs to cast. makes it cheaper, which is nice. but it's still not something you will be able to just pop off in combat.
"creatures of a specific sort, such as orcs or trolls" - could this part be used against all of a certain TYPE (i.e. Fiends) or only a certain race (i.e. troll) ?
Quick question, So if a Hallow spell is cast and you want it to be used in more of a defensive manner, could you have the chosen effect affect all creatures other than ones specifically selected, ie the party casting it, or does it have to be a specific creature type?