Hallow

Hallow

5th-rank - Evocation Priest Spell: Animals Combat Cosmos Creation Day Death Destruction Elements Guardians Life Mind Night Omens Plants Reality Rulership Salvation Spirit Weather

Casting Time: 24 hours
Range: Touch
Duration: Until dispelled
Components: V, S, M
Materials: herbs, oils, and incense worth at least 1,000 gp, which the spell consumes
Auditory Sensory Effects: Very Loud
Visual Sensory Effects: Gargantuan
Olfactory Sensory Effects: None
Casting Perception Mod +7
Effect Perception Mod +12

Powerful throbbing aura grows in your hands during casting, and transfers into the ground at a point you touch at the moment of casting, infusing an area around it with a sphere of 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 aura fills the space with its throbbing energy, fading after one minute.   The affected area is subject to the following effects:   First, outsiders, elementals, 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. The effect is determined by the traditions of your priesthood. If you are not a member of a priesthood, choose the effect from the following list, or another effect subject to approval 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 faith 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 level 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 level 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.

At higher ranks: When you cast this spell as a spell of 7th rank, the affected area can have a radius of up to 300 feet. When you cast this spell as a spell of 9th rank, the affected area can have a radius of up to one half mile.


 

Comments

Please Login in order to comment!