3e SRD:Hallow

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This material is published under the OGL 1.0a.
Hallow
Evocation [Good]
Level: Clr 5, Drd 5
Components: V, S, M, DF
Casting time: One day
Range: Touch
Area: 10-ft./level radius emanating from the touched point
Duration: Instantaneous
Saving Throw: None
Spell Resistance: See text

Hallow makes a particular site, building, or structure a holy site. This has four major effects.

First, all creatures in the area are warded from attacks by evil creatures, from mental control, and from summoned or conjured creatures. All recipients get a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made by evil creatures. The spell blocks any attempt to possess the warded creatures or to exercise mental control over the creatures. The protection does not prevent a spell from gaining mental control over a creature, but it prevents anyone who does so from mentally commanding the protected creature. The barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This effect works regardless of alignment.

The spell also prevents bodily contact by summoned or conjured creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Good elementals and outsiders are immune to this effect. The protection against contact by summoned or conjured creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

These effects are not cumulative with protection from evil.

Second, all Charisma checks to turn undead gain a +4 sacred bonus and Charisma checks to command undead suffer a 4 sacred penalty. Spell resistance does not apply to this effect. (Note: This provision does not apply to the druid version of the spell.)

Third, any dead body interred in a hallowed site cannot be turned into an undead creature.

Finally, the character may choose to fix a single spell effect to the hallow site. The spell effect lasts for one year and functions throughout the entire consecrated site, regardless of the normal duration and area or effect. The character may designate whether the effect applies to all creatures, creatures who share the character's faith or alignment, or creatures who adhere to another faith or alignment. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting hallow again.

Spell effects that may be tied to a hallow site include aid, bane, bless, cause fear, darkness, daylight, deeper darkness, detect evil, detect magic, dimensional anchor, discern lies, dispel magic, endure elements, freedom of movement, invisibility purge, negative energy protection, protection from elements, remove fear, resist elements, silence, tongues, and zone of truth. Spell resistance might apply to these spells' effects. (See the individual spell descriptions for details.)

An area can receive only one hallow (and its associated spell effect) at a time.

Hallow counters but does not dispel unhallow.

Material Components: Worth at least 1,000 gp, plus 1,000 gp per level of the spell to be included in the hallowed area.



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