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