Eberron: The Continent of Khorvaire world illustration - Fantasy theme
Fantasy

Eberron: The Continent of Khorvaire

P
Pollution

Eberron: post-war pulp adventure, magic meets industry, dragonmarked houses, and ancient mysteries.


Author's Note: Eberron is a world of magic and innovation, where arcane energies fuel wondrous technology and ancient mysteries linger beneath a veneer of progress. Soaring towers of metal and glass pierce the clouds, elemental-powered airships crisscross the skies, and lightning rails connect bustling cities. But beneath this gleaming facade lies a world scarred by a devastating war, where dragons are worshipped as gods, sinister forces plot in the shadows, and the lines between good and evil are blurred. Explore a land of vibrant cultures and diverse races, from the goblinoid nations of the Dhakaani Empire to the elf kingdoms of Aerenal and Valenar. Unearth the secrets of lost civilizations, battle monstrous creatures born of magical experiments gone awry, and forge your own destiny in a world where magic is not just a source of power, but a tool for creation, destruction, and everything in between. Note: I figured I should publish this and let others enjoy it as well. There's a lot of room to explore. Not everything is in the exact place it should be, but they're all close enough. There are also some liberties I took with descriptions for D&D locations that didn't have anything I could find to put down. Update: I will slowly add in Eberron themed Baldur's Gate 3 characters with lore appropriate to the setting. (I made Laezel an Astral Elf as an aesthetic change, apologize to any Githyanki lovers out there, I just didn't like the AI generated Gith art for anything the game cooked up) The Origin characters are all at a Crashed Airship outside of Sharn City. Update: now that I understand mapaping better, I do plan on remaking Eberron and adding the older planes. I will be working on it from scratch so it will take some time. Regardless, I hope you enjoy playing in this world, it was the first one I made and it is lore accurate to Eberron.
Played52 times
Cloned5 times
Created
43 days ago
Last Updated
19 days ago
VisibilityPublic
Hallow
EvocationLevel 5
Hallow

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 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, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. 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 deity or leader, or creatures of a specific sort, such as ores 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 slot 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 slot 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.

Spell Details
Level5
Range1
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
We are not affiliated with Dungeons & Dragons or Wizards of The Coast in any way.
© 2025 Friends & Fables
Privacy PolicyTerms of Service