Hallow
2nd Edition
5th Edition
Through this ritual the priest infuses an object—an altar, a ring, a set of remains, whatever—and its surroundings with the holy power of his or her deity. The spell involves a lengthy ritual, as well as the sacrifice of objects (material components) worth at least 500 gp. When completed, the object (as well as an area around it described by a 60' radius circle) provides a palpable aura appropriate to the caster's alignment (evil, good). The aura conveys a +2 bonus to any rolls made by those of that alignment (to hit, saves, etc.) and a concomitant -2 penalty to all rolls by those not of that alignment.
The reverse serves to de-hallow a previously hallowed object and location. The spell requires 100 gp worth of alignment-appropriate materials applied to the object and area affected.
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 Light 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. Darkness 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.
This is a rare option
This option requires special permission to take. In the case of spells, psionic powers, and similar options, this option must be found in the world and cannot be taken upon level-up.
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2nd Edition
School
Abjuration
Level
Divine 4
Casting Time
3 turns
Range
Touch
AoE
One object plus a 60' radius sphere around that object
Components
V, S, M (incense worth 500+ GP, which the spell consumes)
Duration
Permanent
Save
None
5th Edition
School
Abjuration
Level
Cleric 5
Casting Time
24 Hours
Range
Touch
Components
V, S, M (incense worth 1,000+ GP, which the spell consumes)
Duration
Permanent
Pathfinder 2e
