As people might have read, Gang and I acquired a squid ship. The main purpose of that acquisition is that it uses an air elemental rather than a necro drive, so I can cast hallow on the ship and then use word of recall. Word of recall will allow me to instantaneously teleport the party (or at least everyone within 5 feet of me) to the ship from anywhere we might be. But there are other benefits. "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." So things like vampires can't get within 60 feet of the center of our ship and anyone under the thrall of a vampire brought on our ship will be cured without me needing to use a spell on them. Additionally, we can have one of the effects below. When it says affected creatures, I could make it apply to certain races or followers of leaders or deities (like Varias or the Devourer) but I don't think I can say it just applies to anyone hostile to us. Darkness, Daylight, or Silence could be useful if they could be turned on and off, but not so much to have on at all times. I don't feel like we use or get attacked with specific types of damage enough to make the energy effects all that great. I don't see much use in Everlasting Rest. Extradimensional Interference would prevent interplanar travel, which is something our enemies love to do. Courage or Fear could possibly be useful when someone tries to board us. Tongues could be useful if we need to talk to someone, but that's something I could cast if I need to. Or, per the spell, Fil could offer other options. Thoughts? 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.