The Dragonlance Nexus

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Spells of Divine Retribution

D&D 3e (3.0/3.5) Rules

by daperdepa


Prison of Eternal Hope

Abjuration
Level:
Clr 8
Components: V, M, (DF)
Casting Time: 1 turn
Range: Touch
Target: One living creature
Duration: Permanent
Saving Throw: None
Spell Resistance: None

Good redeems itself, say the gods of light, so there is always a possibility of redemption in any mortal, no matter how foul and despicable his crimes are. Given time and reflection, a vicious murder could be able to see the pain he has caused, and devote the rest of his life to compensate it with good deeds. When a criminal of great villainy and evilness is apprehended by the priests of light, they can decide to use this spell on him. In order to do it, a heptagon (before Paladine's fall from grace) or hexagon is forged in silver and nailed to consecrated ground with seven or six golden nails, one in each vertex. Then, the criminal is introduced into the figure amid the prayers of a chosen priest. Thereafter, the criminal stands alone for the rest of his life, aging naturally and dying when his time comes but immune to illness or any other kind of harm, unless the gods see in his soul true repentance and regret. If that happens, one nail after another disappears and the circle shrinks, becoming a silver necklace, which will forever remember the burden of his sins to the newborn in grace.

The spell cannot be dispelled, nor can any other spell end it. Only the deities can do that, and never will they do it but in the cases already explained. However, a powerful servant of an evil deity could be able of free the prisoner with the help of his god.

Material Component: A silver-made heptagon (before the end of the War of Souls) or hexagon and seven or six golden nails, all of it purified with holy water.

Punishment of Neverending Agony

Enchantment (Compulsion) [Evil]
Level:
Clr 8
Components: V, M, (DF)
Casting Time: 1 turn
Range: Touch
Target: One living creature
Duration: Permanent
Saving Throw: None
Spell Resistance: None

This spell represents an evil deity's supreme wrath and unleashed fury against one of his followers when he fails or betrays the god. The unfortunate offender is taken by the god's priests into an obsidian-made circle, where the Nightmaster, as only he can perform the ritual, recites the litany of offences. After a minute of prayer, the accused is summarily condemned to an eternity of suffering, trapped inside the circle screaming and agonizing in silence, because no sound can go out. The subject cannot move, perform any action, form any coherent thought or pronounce any word but shrieks of pain. He never ages, nor can he be harmed or affected by illness, weapon or magic, therefore guaranteeing he shall never be free.

The spell cannot be dispelled, nor can any other spell end it. Only the deity can do that, and never will he do it but for the most exceptional reasons. However, a powerful servant of a good deity could be able of free the prisoner with the help of his god.

Material Component: An obsidian-made 10 feet-diameter circle and a handful of ashes spread around it during the casting.

Retribution of the Balance

Evocation
Level:
Clr 8
Components: V, (DF)
Casting Time: 1 round
Range: Touch
Target: One living creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: None

Freedom means everyone must be held responsible for his own actions, and this spell is the direct consequence of that principle. When someone commits a terrible crime or profanation against the gods of neutrality, such as systematically pursue and kill a neutral god's priests, desecrate his holy sites or attempt to destroy reality by unbalance the equilibrium, and a priest of the appropriate offended deity casts this spell on the offender, the seven neutral gods gather and devote their joint wisdom to extract an appropriate punishment for the offender from the Tobril. Once the punishment is convened (the entire process can be long, but in the Material plane looks like a mere heartbeat), a choice is offered to him by a suited Inevitable: suffer it or die.

The punishments are always proportional and correspondent to the crime inflicted. A rogue who has stolen in every temple of Shinare in Ansalon and burns them afterward to destroy any evidence, for example, could spend the rest of his life building new temples without food or water, always hungry and thirsty, and not being able to sleep or rest, always tired.

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