Spellcraft DC: | 97 |
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Components: | V, S, XP |
Casting Time: | 1 standard action |
Target: | Creature touched |
Duration: | Instantaneous (20 hours for compulsion) |
Saving Throw: | Will negates (see text) |
Spell Resistance: | Yes |
To Develop: | 873,000 gp; 18 days; 34,920 XP. Seeds: foresee (to preview likely hellscape) (DC 17), transport (DC 27), compel (to keep target in hell) (DC 19). Factors: interplanar travel (+4 DC), unwilling target (+4 DC), 1-action casting time (+20 DC), +15 to DC of subject’s save (+30 DC). Mitigating factor: burn 2,400 XP (-24 DC). |
The character sends his or her foe to hell. If the character succeeds at a melee touch attack, the target must succeed at a Will saving throw (DC = the standard epic spell DC + 15). If he or she fails this saving throw, he or she is sent straight to a layer of a lawful evil plane (or a chaotic evil plane, at the character’s option) swarming with fiends. The subject will not willingly leave the plane for 20 hours, believing that his or her predicament is a just reward for an ill-spent life. Even after the compulsion fades, he or she must devise his or her own escape from the plane. Unless the GM devises a specific location and scenario in the Nine Hells, the subject encounters a group of 1d4 pit fiends (or balors, if in a chaotic evil plane) every hour he or she spends in hell.
2,000 XP.