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.