Hallow

A
Control

Hallow is a Control spell. Control spells restrict enemy options through debuffs or denial effects.

See all Control spells →
spell that sanctifies or desecrates a wide area, barring certain beings and adding wards like silence, daylight, or fear.
battlefield shaping

Hallow is a Battlefield Shaping spell. Battlefield Shaping spells alter terrain, create obstacles, introduce hazards, and affect enemy positioning.

See all Battlefield Shaping spells →
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2024 Rules

Level & School
5th-level abjuration
Casting Time
24 hours
Range
Touch
Components
V, S, M (incense worth 1,000+ GP, which the spell consumes)
Duration
Until dispelled
Classes
Cleric

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 hours
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

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.

Hallow 5.5e 2024 vs. 5e 2014 edition differences

Hallow got a full mechanical rewrite. The base ward now lets you choose which creature types it stops, and it adds aberrations; it also now suppresses Charmed/Frightened/possession from those creatures in the area, not just entering or charm/fear/possession generally. The extra effect list changed completely, the GM-chosen option is gone, and the old Charisma save to resist it is gone.

Hallow popularity

Hallow is a seldom chosen level 5 spell. Choosing it adds a unique option to your spellbook.

Spells similar to Hallow

  • Forbiddance 6th-level abjuration

    A cleric abjuration that wards a large area against intrusions and travel, serving a similar long-term territorial protection purpose.

  • Antilife Shell 5th-level abjuration

    Creates a persistent barrier that prevents creatures from entering an area, matching Hallow's function of excluding certain beings.

  • Magic Circle 3rd-level abjuration

    A touch-range cleric spell that binds protective effects around an area or creature to keep particular creature types at bay.

  • Mordenkainen's Private Sanctum 4th-level abjuration

    Establishes a secured space with multiple environmental restrictions and long duration, comparable to Hallow's area-altering extras.

  • Glyph of Warding 3rd-level abjuration

    A touch-based ward that remains until dispelled or triggered and can store varied magical effects tied to a location, echoing Hallow's bound extra effects.