divine intervention would, in effect, let you cast this without need of the 1000gp worth of incense, and you could cast it without expending a spell slot, but as per how DI reads, that's all it would do in regards to interacting with Hallow. (at least that's how i am reading it)
An Old School trick: Step #1 - Take a pencil and cross the rule you do not like. Then in the margin write the rule you want, or write the name of the book it is in and the page number. Step #2 - Keep gaming and having fun.
The spell states that the chosen creatures may not enter the area "willingly." Does that mean they may enter unwillingly? For example, by being shoved inside by another creature?
I'm just not sure how that is going to work. DI doesn't specify that the casting of said spell is instant, just that it doesn't require a reaction to cast (which Hallow doesn't).
@gamemasters I can't find divine intervention's exact final wording in other people's reviews, but if it is the same as it was in the playtest, it works. It was something like "as a magic action [...] you cast a spell...", so regardless of what it was, you now cast the spell as an action.
Removing the save does make the spell more powerful, but it doesn't close any loopholes. Celestials, elementals, fey, fiends, and undead (as chosen by the caster) cannot enter the area, but other creatures can. The Charisma save from the 2014 version applies to creatures who are not prevented from entering the area.
I disagree, it states "when a creature that would be affected enters the spell's area for the first time... it can make a Charisma saving throw." If stated 'would not be affected' then yes, you'd be correct, however, 'would be affected' specifically means creatures that are designated by the caster (celestials, elementals, fey, fiends, and/or undead). You wouldn't make a save if you are not affected, there would be no reason to make a save.
@@gamemasters "a creature that would be affected" refers to the criteria the caster selects for the secondary or extra effect of the spell. When choosing the extra effect, the caster can decide whether it effects all creatures within the area or can choose to specify "creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls." Creatures barred from entering don't get a save as they cannot even enter the area, so they can't be effected by that second effect. Creatures that are not barred from entry, if they meet the caster's specifications, can make a save to ignore the secondary effect while within the area.
Fun fact seems just about every youtuber has missed this as well. The spell is now super useful in a mindflayer campaign as there are so few spells that target aberrations.
those with the Ritual feat can cast ritual spells without need of material components, but it takes 10 minutes longer to cast the spell, however, Hallow is not tagged as a ritual spell so, no, you wouldn't be able to cast this spell with that feat.
ya know... I want to play test it badly.. but... with the various changes that are in this book, I can't help but wonder what all changes are in the DMG and MM... so like... should I use this ruleset with the 2014 dmg and mm... but then things change in the 2024 counterparts... then it's kindav an invalid playtest.. so... I dunno. I mean.. in practice we could playtest it and see how it works and I don't think it would be drastically off but still there is that little itch that makes me go... "hmmmm... what if there is a change in the dmg which makes me see these things in a completely different way...?"
Its a powerful spell to be cast with Divine Intervention but at level 10 is well scaled. And it can be dispelled, imagine using your Divine Intervention and a Wizard or Sorcerer just drops your Hallow. It will make Hallow more usable but still not an overpowered spell.
Dispel magic can only be used against one object or creature per cast. So your caster would have to waste multiple turns and multiple 3rd level slots to dispel each creature with vulnerability or each resistance for example. Many of the features just could not be dispelled since it can't affect a whole area. So things like silence and extra dimensional interference couldn't be dispelled. This is a very powerful spell that even if cast with a lvl 10 divine intervention is going to have tremendous effect on the game. I didn't think DMs need to house rule against it though. Ultimately if players are abusing it then just increase the power/number of your enemies in an encounter.
@@ANIMOUS8 Its says also "magical effect" and Hallow is an area magical effect. And the duration of Hallow says "until dispelled", would you dispel each creature until they enter the area again? Unless Dispel Magic changed that bit, Hallow is dispelled by Dispel Magic.
@@KorhalKk heh can you imagine... concentrating on this spell for 24 hours.. you get it tossed up to block zombies.. and a mischievous pixie comes along and casts 'dispel magic' just for the fun of it??? That would be an evil DM...
"Yes, yes it was." that earned my like
heh.. my humor is dry.. but I like that some folks appreciate that haha.
Every level 10 cleric dropping hallow as an action.
right??
That seems to be the case.
Every DM house ruling divine intervention so it must be a spell with a casting time of 1action
Expect errata or a clarification, possibly even before the book officially hits the shelves.
@@Watdee would not surprise me in the slightest..
Thanks for the video and answering the question! Much appreciated
I realized that I hadn't really talked too much about the spell changes so this was a great opportunity to get one in. Thanks for the prompt!
Thank you I can update my spell cost sheet with this information.
it's an odd choice for the little changes they made on this one for sure..
Shout out to patron Marcus Borgonove, you're still with my Sorceror's Crusade, it has been 15 years already. Please give it back brother.
I like the change. A spell that takes 24 hours to cast should work the way the caster expects.
yup, the caster looks to have total control over it.
Unless they’re a 10th level Cleric with divine intervention. Then it just takes an action!
Any thoughts on this spell interacting with Divine Intervention?
divine intervention would, in effect, let you cast this without need of the 1000gp worth of incense, and you could cast it without expending a spell slot, but as per how DI reads, that's all it would do in regards to interacting with Hallow. (at least that's how i am reading it)
An Old School trick:
Step #1 - Take a pencil and cross the rule you do not like. Then in the margin write the rule you want, or write the name of the book it is in and the page number.
Step #2 - Keep gaming and having fun.
heh I have lots of books like this.. only.. I was a rebel and used PEN!!!
@@gamemasters The proper technique is known as "The El Marko Maneuver." 😂
The spell states that the chosen creatures may not enter the area "willingly." Does that mean they may enter unwillingly? For example, by being shoved inside by another creature?
that would be my understanding
@@gamemasters Thanks!
Nice spell. Especially if ye can make it permanent
New Divine intervention is broken with Hallow. Will likely need to restrict in some way. I think casting time of one hour or less.
I'm just not sure how that is going to work. DI doesn't specify that the casting of said spell is instant, just that it doesn't require a reaction to cast (which Hallow doesn't).
@gamemasters I can't find divine intervention's exact final wording in other people's reviews, but if it is the same as it was in the playtest, it works.
It was something like "as a magic action [...] you cast a spell...", so regardless of what it was, you now cast the spell as an action.
Removing the save does make the spell more powerful, but it doesn't close any loopholes. Celestials, elementals, fey, fiends, and undead (as chosen by the caster) cannot enter the area, but other creatures can. The Charisma save from the 2014 version applies to creatures who are not prevented from entering the area.
I disagree, it states "when a creature that would be affected enters the spell's area for the first time... it can make a Charisma saving throw." If stated 'would not be affected' then yes, you'd be correct, however, 'would be affected' specifically means creatures that are designated by the caster (celestials, elementals, fey, fiends, and/or undead).
You wouldn't make a save if you are not affected, there would be no reason to make a save.
@@gamemasters "a creature that would be affected" refers to the criteria the caster selects for the secondary or extra effect of the spell. When choosing the extra effect, the caster can decide whether it effects all creatures within the area or can choose to specify "creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls."
Creatures barred from entering don't get a save as they cannot even enter the area, so they can't be effected by that second effect. Creatures that are not barred from entry, if they meet the caster's specifications, can make a save to ignore the secondary effect while within the area.
New hallow also includes abberations while 2014 version did not.
good catch! You are correct!
Fun fact seems just about every youtuber has missed this as well. The spell is now super useful in a mindflayer campaign as there are so few spells that target aberrations.
I also heard that in 2024... clerics get a way to cast ritual spells in less time? Could you cast this spell on the fly?
those with the Ritual feat can cast ritual spells without need of material components, but it takes 10 minutes longer to cast the spell, however, Hallow is not tagged as a ritual spell so, no, you wouldn't be able to cast this spell with that feat.
Should prove interesting
Only play testing will tell
ya know... I want to play test it badly.. but... with the various changes that are in this book, I can't help but wonder what all changes are in the DMG and MM... so like... should I use this ruleset with the 2014 dmg and mm... but then things change in the 2024 counterparts... then it's kindav an invalid playtest.. so... I dunno.
I mean.. in practice we could playtest it and see how it works and I don't think it would be drastically off but still there is that little itch that makes me go... "hmmmm... what if there is a change in the dmg which makes me see these things in a completely different way...?"
Its a powerful spell to be cast with Divine Intervention but at level 10 is well scaled. And it can be dispelled, imagine using your Divine Intervention and a Wizard or Sorcerer just drops your Hallow. It will make Hallow more usable but still not an overpowered spell.
Dispel magic can only be used against one object or creature per cast. So your caster would have to waste multiple turns and multiple 3rd level slots to dispel each creature with vulnerability or each resistance for example.
Many of the features just could not be dispelled since it can't affect a whole area. So things like silence and extra dimensional interference couldn't be dispelled.
This is a very powerful spell that even if cast with a lvl 10 divine intervention is going to have tremendous effect on the game. I didn't think DMs need to house rule against it though. Ultimately if players are abusing it then just increase the power/number of your enemies in an encounter.
@@ANIMOUS8 Its says also "magical effect" and Hallow is an area magical effect. And the duration of Hallow says "until dispelled", would you dispel each creature until they enter the area again? Unless Dispel Magic changed that bit, Hallow is dispelled by Dispel Magic.
that's what I hinted exactly at there at the end of the video
@@gamemasters Exactly, Pixies, Liches, Death Knights, Mummy Lords, Yugoloths, thats a nice number of dispel magic casting creatures.
@@KorhalKk heh can you imagine... concentrating on this spell for 24 hours.. you get it tossed up to block zombies.. and a mischievous pixie comes along and casts 'dispel magic' just for the fun of it??? That would be an evil DM...
I think we call twitter/x a cesspool.
heh admittingly.. i don't use it very often.. so i can somewhat agree with you.