Hallow
10 Minutes – 60 ft. Radius Sphere (Touch) – 5th Level (Abjuration) – VSM – 8 Hours
You burn incense and cast layered interwoven blessings or curses to ward the area against unwanted magical creatures, who are damaged as they approach.
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
- 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.