Hallow is an unusual spell in dungeons and dragons. This cleric spell takes 24 hours to cast, and then stays in effect until someone or something succeeds in using dispel magic against it. Here’s the text of the spell from the SRD:

Hallow as envision via AI art
Some people in armor sanctifying a temple, according to Bing Copilot

Hallow
5th-level evocation
Casting Time: 24 hours
Range: Touch
Components: V, S, M (herbs, oils, and incense worth at least 1,000 gp, which the spell consumes)
Duration: Until dispelled

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 DM. 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.

More Ideas for Hallow

Some of hallow‘s extra effects are useful in combat. Others are relevant from a utility/story standpoint. You can use hallow to create battlefield that favors you, or use it to solve problems and move the story ahead. It also states that the DM can offer more affects. Here are a few suggestions:

  • Binding. One creature is bound to the area, unable to leave by any means. It can’t move or travel using teleportation or by extradimensional or interplanar means. Magic or affects that would dispel the area fail automatically.
  • Cloak. The area and its contents, including creatures are hidden from the outside world. From the outside, the area appears to be part of the normal terrain. It is hidden from divination magic. the area and its contents can’t be targeted by such magic or perceived through magical scrying sensors. creatures that move into the area, or that are blocked from entering the area by the spell’s primary affect are aware of the area.
  • Displacement – Attacks against affected creatures are made at disadvantage.
  • Divine Audience – While inside the area clerics and paladins can speak to the god or gods they worship. If and how their gods respond is up to the gods.
  • Font of Life – All creatures other than undead or constructs regain 1 hit point at the start of each of their turns (10 hitpoints per minute).
  • Guided Hands – Affected creatures have advantage on attack rolls.
  • Safe Harbor – The regional effects of legendary creatures are neutralized within the area.
  • Weather Control – The area is filled with any mundane one weather condition. This includes but is not limited to rain, snow, fog and sandstorms.

Now that were done with that one, look at some more great spells.



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