Hallow
2024 Rules
- Level & School
- 5th-level abjuration
- Casting Time
- 24 hour
- Range
- Touch
- Components
- V, S, M (incense worth 1,000+ GP, which the spell consumes)
- Duration
- Until dispelled
- Classes
- Cleric
- Source
- Player's Handbook (2024)
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.
2014 Rules
- Level & School
- 5th-level evocation
- Casting Time
- 24 hour
- Range
- Touch
- Components
- V, S, M (herbs, oils, and incense worth at least 1,000 gp, which the spell consumes)
- Duration
- Until dispelled
- Classes
- Cleric
- Source
- Player's Handbook (2014)
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 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 5.5e 2024 vs. 5e 2014 edition differences
Hallow popularity
How popular is Hallow? It is a seldom seen spell in the game, but is often chosen over other options when available. This spell could be a valuable addition for spellbooks.
- Bottom 50% picked level 5 Cleric spell
- Bottom 25% of all level 5 spells
- Bottom 25% of all 5e spells
Read about how this popularity data is calculated.
Spells similar to Hallow
Temple of the Gods 7th-level conjuration
As a cleric area spell, it creates a lasting sacred refuge designed to protect creatures and control access to a particular location.
Players prefer Temple of the Gods over Hallow
Forbiddance 6th-level abjuration
This cleric abjuration creates a long-lasting protected area that blocks specific creature types and interferes with teleportation and planar travel.
Players prefer Forbiddance over Hallow
Druid Grove 6th-level abjuration
Both establish a large, persistent defensive zone with multiple selectable effects that reshape how creatures can move and act within it.
Players prefer Druid Grove over Hallow
Guards and Wards 6th-level abjuration
The spell turns a location into a fortified magical zone with layered effects that deter or hinder intruders.
Players prefer Hallow over Guards and Wards
Magic Circle 3rd-level abjuration
It is a touch-range abjuration that protects an area by restricting hostile creature types and limiting their supernatural movement.
Players prefer Hallow over Magic Circle
Glyph of Warding 3rd-level abjuration
Both are touch-cast abjurations that permanently empower a fixed location with magical protection until the effect is dispelled.
Players prefer Hallow over Glyph of Warding