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Hallow

Level 5 · Abjuration

  • Control

A 5th-level spell in the abjuration school, Hallow appears on the cleric list. Cast time: 24 Hours. Range Touch, components V/S/M, duration until dispelled. Material: incense worth 1,000+ GP, which the spell consumes. Effect: You touch a point and infuse an area around it with holy or unholy power.

Stat Block

Level
5
School
Abjuration
Casting Time
24 Hours
Range / Area
Touch
Components
V, S, M
Duration
Until dispelled
Ritual
No
Concentration
No
Classes
Cleric
Material
incense worth 1,000+ GP, which the spell consumes

Description

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.

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.

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.

5e (2014) vs 2024 changes

This spell has both a 5e (2014) and 2024 Player's Handbook version. Doungim shows the current 2024 stat block above. Differences between editions typically affect components, range, or scaling — check both source books for the table.

Doungim Lore

School Fit

Abjuration is the school of refusal. Its spells exist to deny: deny an attack, deny a spell, deny a creature's free movement or its hold on this plane. What lands Hallow here is straightforward — the spell ends, prevents, or absorbs an effect that would otherwise land. At level 5, Hallow sits in the high-mid slot range — tier-2 to early-tier-3 play.

Class Fit

  • Cleric: Wisdom is the Cleric's casting stat, and the DC scales with proficiency bonus plus Wis modifier — Hallow is castable at the Cleric's normal DC.
Cleric spellsAbjuration schoolLevel 5

Related Spells

Frequently Asked Questions about Hallow

What level spell is Hallow?
In D&D 5e, Hallow is classified as a level 5 spell of the Abjuration school. Available classes: Cleric.
What is the range of Hallow?
Hallow has a range of Touch — the caster must be in contact with the target to cast it.
How long does Hallow last?
Hallow sticks for until dispelled. Concentration is not required, so the caster's concentration slot stays free.
What components and casting time does Hallow need?
Note: the cast needs V, S, M. Beyond that — Material component: incense worth 1,000+ GP, which the spell consumes; the casting time is 24 hours (not a standard Action).
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QR code linking to Hallow — https://www.doungim.com/dnd/spells/hallow Scannable QR code encoding the URL https://www.doungim.com/dnd/spells/hallow. Point a phone camera at this code to open the Hallow page on your mobile device — useful at the table when a DM's laptop or a printed sheet is showing the page.
Scannable QR code encoding the URL https://www.doungim.com/dnd/spells/hallow. Point a phone camera at this code to open the Hallow page on your mobile device — useful at the table when a DM's laptop or a printed sheet is showing the page.