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 canât willingly enter the area, and any creature that is possessed by or that has the Charmed or Frightened condition from such creatures isnât 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 canât 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, canât illuminate the area.
Daylight. Bright light fills the area. Magical Darkness created by spells of a level lower than this spell canât extinguish the light.
Peaceful Rest. Dead bodies interred in the area canât be turned into Undead.
Extradimensional Interference. Creatures of any types you choose canât 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 donât share a common language.
Vulnerability. Creatures of any types you choose have Vulnerability to one damage type of your choice while in the area.
* - (incense worth 1,000+ GP, which the spell consumes)






    
                        
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Posted Sep 4, 2024I wonder what spell I should cast with divine intervention.
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Posted Sep 7, 2024Seems the main difference between this new 2024 version compared to the 2014 version is that it no longer has a specified range
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Posted Sep 8, 2024The range in both is specified as touch and both say the radius can be up to 60 feet.
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Posted Sep 12, 2024Edited out
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Posted Sep 12, 2024I think the mechanic of "as a Magic action" in Divine Intervention prevents this. As it states "If you cast a spell that has a casting time of 1 minute or longer, you must take the Magic action on each turn of that casting, and you must maintain Concentration while you do so. If your Concentration is broken, the spell fails, but you donât expend a spell slot. "
So maybe you could use divine intervention to cast hallow, but it would still take 24 hours
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Posted Sep 12, 2024Changes I noticed
School changed from Evocation to Abjuration
CHA Save was dropped
Resistance and Vulnerability now include bludgeoning, piercing and slashing. As before they were excluded. This I think is the biggest change
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Posted Sep 14, 2024I don't think this reading is right. Magic actions cover spells and features that require a Magic action to be activated. Divine Intervention is a feature that requires a magic action to be activated. Divine Intevention then functions as described in the Divine Intervention feature and is not overridden by contrary wording in the Magic Action feature. By your reading, you are overriding the wording of the specific feature, Divine Intervention, with the wording of the general rules for Magic actions. That is not how DnD works. In the 2024 PHB, there is a section entitled Exceptions Supersede General Rules (found under the Rhythm of Play). The gist is that a general rule, such as the general rule that applies to all Magic Actions involving spells that you are relying on, is in effect as long as something in the game doesn't explicitly say otherwise. The Divine Intervention feature explicitly says otherwise when it says that it applies to all spells of 5th level or lower that do not require a Reaction and that the casting of the spell through Divine Intervention happens in the same action that you use the feature.
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Posted Sep 17, 2024Agree.
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Posted Sep 26, 2024Hallow from the other side...
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Posted Oct 2, 2024One "important" difference between this version and 2014 is the updated version is abjuration, which totally makes sense. The old version was evocation for some odd reason.
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Posted Nov 18, 2024If Divine Intervention can be used to cast Prayer of Healing in 1 turn using your action then technically speaking there's nothing stopping you from using Divine Intervention to cast this spell in 1 turn using your action and I haven't seen actual rule to the contrary.
So Clerics now have the ability to do a JJK "Domain Expansion" once per day.
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Posted Dec 18, 2024Those are both absolutely valid uses of the new Divine Intervention.
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Posted Jan 7, 2025Its weird that a Paladin's Divine Sense wastes text to interact with this one spell in the game and nothing else: "consecrated or desecrated"
I can't find guidance in the DMG relating to what a "consecrated or desecrated" space even is, and its weird hold over that screams either: "we didn't have time to flesh this out in 2014 or 2024," or "we want to give the player the illusion this feature is more impactful than it actually is."
You might aswell have thrown Devil's Sight or Darkvision on it and called it a day.
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Posted Jan 13, 2025Do the extra effects that say "Creatures of any types you choose" mean I can choose to affect humanoids, or does it only apply to the creature options under Hallowed Ward? E.g. I cast Hallow to keep out undead and give my party resistance to necrotic damage.
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Posted Jan 15, 2025> or does it only apply to the creature options under Hallowed Ward?
You can choose humanoids, plants, aberrations, etc.
Consider:
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Posted Apr 11, 2025WITH GOD AS MY WITNESS, I CAST HALLOW [With divine intervention]
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Posted Jul 8, 2025Aside from instantly resurrecting an ally with Raise Dead in the middle of combat, this is probably one of the coolest thing that can be done with the new version of Divine Intervention. It's probably super overpowered and annoying to deal with as a DM, but as a player there's really nothing cooler than getting to create a hallowed zone around you with sheer divine power.
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Posted Sep 5, 2025Well the devs used raise dead as an example for Devine intervention being used in an action. A spell that has a 1 hour cast time. They wouldnât of used that spell as an example of what you are proposing is correct!
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Posted Sep 16, 2025For DMs pulling their hair out, here is an argument from the other side of things.
Yes the devs gave the example of Raise Dead, but at no time did they say it takes only that single magic action.
When you boil the wording down on the magic action of Divine Intervention, it lets you do two things: âchooseâ and âcastâ a spell. It then tells you the exceptions to the casting of the spell: no spell slot expended and no material components.
Everything else is still needed to cast the spell, including verbal and somatic components, a free hand, and the casting time, be it an action, 10 minutes, or, like Hallow, 24 hours.
Good DMs should always be up front and tell their players their expectations and rulings in session 0, but if I had a problem player cleric trying to cheese the system like this, I would tell them âOkay, you spend your action on Divine Intervention and choose Hallow, so we can plan on you spending the next 14,400 turns of combat casting the spell. You are welcome to stop casting earlier if you want to do something else.â
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Posted Oct 9, 2025I totally agree that being upfront about expectations is important. Though, calling the use of the feature in the way it seems intended to work "cheese" and problem player behavior seems a bit much, though maybe I'm making incorrect assumptions I shouldn't about your post. It is the direct intervention of a god being used to cast a spell, after all, and it's a 10th level feature that only works once per long rest. Also, monsters effected by the more problematic effects of Hallow can simply walk out of the area unless other features are locking them in place.
If I were handling this feature, I think I would just let it work as needed, but if a DM were to want to nerf it, I'd hone in on the specific problem spells rather than divine intervention itself. Just slightly nerf Hallow when used in that particular way, for example.