Divine Magic • Core Spell Reference
Hallow

Choose your edition before using the spell. Its level, casting procedure, targets, effects, and limits follow the rules in the selected panel.
Hallow at a Glance
| 5.5e (2024) | Level 5 |
|---|---|
| 5e (2014) | Level 5 |
| Pathfinder 1e | Level 5 |
| D&D 3.5e | Level 5 |
| Browse | Cleric spells • Cleric class |
Spell Rules
Hallow — 5.5e (2024)
Cleric spell level 5. Edition source.
| Spell | Level 5 Abjuration (Cleric) |
|---|---|
| Casting Time | 24 hours |
| Range | Touch |
| Components | V, S, M (incense worth 1,000+ GP, which the spell consumes) |
| Duration | Until dispelled |
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 of Hallow. The affected area has the following effects.
Hallowed Ward. Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types can’t willingly enter the area, and any creature that is possessed by or that has the Charmed or Frightened condition from such creatures isn’t possessed, Charmed, or Frightened by them while in the area.
Extra Effect. You bind an extra effect to the area from the list below: Courage. Creatures of any types you choose can’t gain the Frightened condition while in the area.
Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a level lower than this spell, can’t illuminate the area.
Daylight. Bright light fills the area. Magical Darkness created by spells of a level lower than this spell can’t extinguish the light.
Peaceful Rest. Dead bodies interred in the area can’t be turned into Undead.
Extradimensional Interference. Creatures of any types you choose can’t enter or exit the area using teleportation or interplanar travel.
Fear. Creatures of any types you choose have the Frightened condition while in the area.
Resistance. Creatures of any types you choose have Resistance to one damage type of your choice while in the area.
Silence. No sound can emanate from within the area, and no sound can reach into it.
Tongues. Creatures of any types you choose can communicate with any other creature in the area even if they don’t share a common language.
Vulnerability. Creatures of any types you choose have Vulnerability to one damage type of your choice while in the area.
Hallow — 5e (2014)
Cleric spell level 5. Edition source.
| Spell | 5th-level evocation |
|---|---|
| Casting Time | 24 hours |
| Range | Touch |
| Components | V, S, M (herbs, oils, and incense worth at least 1,000 gp, which the spell consumes) |
| Duration | Until dispelled |
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.
Hallow — Pathfinder 1e
Cleric spell level 5. Edition source.
| School | evocation [good] |
|---|---|
| Level | cleric 5, druid 5 |
| Casting Time | 24 hours |
| Components | V, S, M (herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell to be included in the hallowed area), DF |
| Range | touch |
| Area | 40-ft. radius emanating from the touched point |
| Duration | instantaneous |
| Saving Throw | see text |
| Spell Resistance | see text |
Hallow makes a particular site, building, or structure a holy site. This has four major effects.
First, the site is warded by a magic circle against evil effect.
Second, the DC to resist positive channeled energy within this area gains a +4 sacred bonus and the DC to resist negative energy is reduced by 4. Spell resistance does not apply to this effect. This provision does not apply to the druid version of the spell.
Third, any dead body interred in a hallowed site cannot be turned into an undead creature.
Finally, you can fix a single spell effect to the hallowed site. The spell effect lasts for 1 year and functions throughout the entire site, regardless of the normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures who share your faith or alignment, or creatures who adhere to another faith or alignment. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting hallow again.
Spell effects that may be tied to a hallowed site include aid, bane, bless, cause fear, darkness, daylight, death ward, deeper darkness, detect evil, detect magic, dimensional anchor, discern lies, dispel magic, endure elements, freedom of movement, invisibility purge, protection from energy, remove fear, resist energy, silence, tongues, and zone of truth. Saving throws and spell resistance might apply to these spells’ effects. (See the individual spell descriptions for details.)
An area can receive only one hallow spell (and its associated spell effect) at a time. Hallow counters but does not dispel unhallow.
Hallow — D&D 3.5e
Cleric spell level 5. Edition source.
| School | Evocation [Good] |
|---|---|
| Level | Clr 5, Drd 5 |
| Components | V, S, M, DF |
| Casting Time | 24 hours |
| Range | Touch |
| Area | 40-ft. radius emanating from the touched point |
| Duration | Instantaneous |
| Saving Throw | See text |
| Spell Resistance | See text |
Hallow makes a particular site, building, or structure a holy site. This has four major effects.
First, the site or structure is guarded by a magic circle against evil effect.
Second, all Charisma checks made to turn undead gain a +4 sacred bonus, and Charisma checks to command undead take a –4 penalty. Spell resistance does not apply to this effect. (This provision does not apply to the druid version of the spell.)
Third, any dead body interred in a hallowed site cannot be turned into an undead creature.
Finally, you may choose to fix a single spell effect to the hallowed site. The spell effect lasts for one year and functions throughout the entire site, regardless of the normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures who share your faith or alignment, or creatures who adhere to another faith or alignment. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting hallow again.
Spell effects that may be tied to a hallowed site include aid, bane, bless, cause fear, darkness, daylight, death ward, deeper darkness, detect evil, detect magic, dimensional anchor, discern lies, dispel magic, endure elements, freedom of movement, invisibility purge, protection from energy, remove fear, resist energy, silence, tongues, and zone of truth. Saving throws and spell resistance might apply to these spells’ effects. (See the individual spell descriptions for details.)
An area can receive only one hallow spell (and its associated spell effect) at a time. Hallow counters but does not dispel unhallow.
Material Component: Herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell to be included in the hallowed area.
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