Hallow

 

Effects

You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 12 tiles, and the spell fails if the radius includes an area already under the effect of 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, any spoken words in the area can be understood by the caster and their allies. If something is said in a language they cannot understand, a translation must be privately provided.   Third, at the caster's choosing, the area may be perpetually lit (this counts as sunlight) or darkened (no light sources will function).   The Hallowed ground is blessed and watched by whichever deity the caster serves. The Hallow ritual must be imbued into a relic, statue, or otherwise visible structure which serves as the vessel for this spell.   This ritual’s results are permanent. Only one use of Hallow may be active through the caster at any one time.
Level
Master
Related School
Evocation
Material Components
Verbal, Somatic, Material
Cost
  • 2 Large Component Pouches
  • Good: 3 Angel Bloom (Herbs)
  • Evil: 3 Abyss Flower (Herbs)
  • Neutral: 3 Ecire Laurel (Herbs)
  • 3 Oil