You touch a point and infuse an area around it with arcane 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, dragons, elementals, aberrations, monstrosities, 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.
Energy Protection. Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.
Extradimensional Interference. Affected creatures can't move or travel using teleportation or by extradimensional or interplanar means.
Tongues. Affected creatures can communicate with any other creature in the area, even if they don't share a common language.
Ethereal Teleportation. Affected creatures can use their bonus action to teleport from the material plane to he ethereal plane, and vise versa. additionally, the hallowed grounds extend into the ethereal plane.
Mind Fog. Affected Creatures become under the effects of the confusion spell.
Winds of Flight. Affected creatures gain a flying speed equal to their walking speed.
Ensnare the Mind. Affected creatures become under the effects of the slow spell.
Slowness of the Senses. Affected creatures gain a -5 penalty to their passive perception, a disadvantage on perception checks, and loose all of their special senses, such as darkvision and truesight
* - (herbs, oils, and incense worth at least 1,000 gp, which the spell consumes)
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