top of page

Hallow

You burn incense and cast layered interwoven blessings or curses to ward the area against unwanted magical creatures, who are damaged as they approach.

10 Minutes - 60 ft. Radius Sphere (Touch) - 5th Level (Abjuration) - VSM - 8 Hours

Optional Materials: If you use 1 lb of Hallowed Incense, typically valued at 500 gold, while casting this spell, this spell is permanent. This consumes the incense.

Utility Spell

  • You touch a point and infuse an area around it with holy or unholy power. The area must fit inside a 60 ft. radius sphere and not overlap with another Hallow effect.

  • Choose one or more of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, and Undead. You can set specific creatures to be unaffected by the spell, and you can later allow a creature to enter unaffected. All others of the chosen type(s) are affected.

  • Affected creatures:

    • Area Hazard: Affected creatures take 4d6 radiant damage when they enter or when they end their turn in the area (but only once per turn).

    • Cannot charm, frighten, or goad, or possess creatures in the area. If the affected creature charms, frightens, goads, or possesses a creature and that creature enters the Hallowed area, then the condition is suppressed until the creature leaves the Hallowed area.

    • Cannot be summoned, raised from the dead, or otherwise created in the area.

    • Can sense the hallowed area is dangerous to them once within 30 ft. of the Hallowed area's boundaries.

  • Hallow is a curse and cannot be dispelled, but it can be ended with Break Enchantment. A creature immune to curses is immune to Hallow's effects.


Upcasting: Increase damage by 2d6 for each spell level above 5th.

Classes:

Cleric, Paladin

bottom of page