A fiery portal to the Nine Hells, clogged with scorched hands, appears. This portal fills a 20-foot square on the ground that you can see within range. For the duration, the ground in the area is difficult terrain.
When a creature enters the affected area for the first time on a turn or starts its turn there unrestrained, the creature must succeed on a Dexterity saving throw or take 4d6 fire damage and be restrained by the hands until the spell ends. A creature that starts its turn in the area and is already restrained by the hands takes 4d6 fire damage. If the creature leaves the area, it is no longer restrained.
A creature restrained by this spell must make a strength or dexterity saving throw (its choice) at the start of each of its turns. If it fails its save three times they are banished to Avernus. With each failed save, the creature is pulled further into the portal. The failures don’t need to be consecutive; keep track of them until the target collects three. On a success, one failure is removed or the creature frees itself if it has no more failures to remove. All failures are removed if the creature leaves the area.
If a creature dies in the portal's area, the creature's soul is banished to Avernus and they become a devil usually a lemure.
However, if you can cast the spell with a range of touch the spell changes. A portal of many hands is opened up behind the creature targeted by the spell, If he or she fails this saving throw, he or she is sent straight to a layer of hell in a barren waste 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 DM devises a specific location and scenario in the Nine Hells, the subject encounters a group of 1d4 pit fiends every hour he or she spends in hell.
* - (Ashes of a creature not dead more than a year.)
Comments