Damnation

Enchantment (Compulsion) [Teleportation] [Mind-Affecting]

Spellcraft DC: 97
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.

XP Cost

2,000 XP.