Hallow: A Hallowva Spell
Usable By: Cleric
Spell Level: 5
School: Evocation
Casting Time: 24 hours
Range: Touch
Duration: Until dispelled
Components: V, S, M (Herbs, oils, and incense worth at least 1,000 gp, which the spell consumes)
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 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.
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.
Review by Sam West, Twitter: @CrierKobold
“CHARGE, THROUGH THE TUNNEL!” - Goblin chieftain, unknowing about the Hallow. “RETREAT! THE FIRE IS TO HOT, TOO HOT!” - Goblin chieftain, having watched all his soldiers burnt to a crisp in the Energy Vulnerability zone.
As far as protective spells go, Hallow is king. Not only does it do everything Protection from Evil and Good does, it adds in a custom list to defend against precisely the foe you want. The cast time requires it to function as a preparatory spell for a location you have ample time to defend; in that case, you’re getting a 60 ft. sphere that defaults to being a haven against anything and everything extraplanar, save aberrations.
In addition to being a bunker against extraplanar baddies, sticking a perpetual immunity to frightened or resistence to any damage type you’d like can set this up as a bastion against a hyper specific threat. Energy Protection against fire to defend against the coming ancient red dragon’s raid, or cold to ward off the bheur hag that’s been tormenting the local village. Energy Vulnerability to fire can lock down an entrance and turn it into no man's land; goblins run in, fireball explodes, goblins take far more damage than is reasonable, resulting in napalm and dust.
Stringing together Hallows in your base can also just lead to having unlimited access to a bunch of neat effects. Tongues in your dining hall or negotiation and planning chamber is handy to have, while locking down your cemetery with Everlasting Rest is great for peace of mind.
The bulk of the remaining effects are whatever, but each can still find a use in a niche circumstance. Extradimensional Interference is a bit overkill considering the types of extraplanar creatures you’d be barring entry are mostly covered already, but against Illithids or some unknown lovecraftian monster it can work out great. Courage can be a tool to grant all of your allies halfling bravery against a dragon’s frightful presence or other large scale frightened effects. Silence can be the perfect effect to stick in a dungeon you intend to hold a spellcaster in, and daylight… well daylight seems pretty awful, but I guess it can deal with darkness creating foes?
If I’m playing a character that can cast Hallow you best believe I’m taking it. Even with the ludicrous gold cost required, the permanence of the effects and how they can target specific enemies is too cool. It won’t always be practical, and most encounters the spell will do nothing. If you’re looking to set up a grand confrontation, protect a small area from upcoming danger, or just want to trick out your base with some permanent magic, Hallow gets it done.
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