Emery's Summons to Judgement
Level 5 Abjuration (Cleric, Paladin)
Casting Time: 1 Action
Range: Touch
Components: V, S, M (a miniature set of balanced scales worth at least 100 gp)
Duration: Concentration, up to 5 rounds
You touch a creature and call it before an impartial arbiter on a sealed demiplane. The target must make a Charisma saving throw. On a failed save, the target and all its belongings are transported to the harmless Tribunal demiplane for the duration. While there, the target is Incapacitated but aware and able to speak to the arbiter. On a successful save, the spell has no effect. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
At the end of each of its turns while banished, the target makes an Intelligence, Wisdom, or Charisma saving throw of your choice against your spell save DC. You cannot choose the same ability on consecutive turns, and cannot use any ability more than twice across the five turns. Tally total successes at the end of the duration to determine the outcome:
Using a Higher-Level Spell Slot. The healing and damage increases by 10 Innocent and Guilty and 5 for Satisfied and Dissatisfied for each spell slot level above 5.
Casting Time: 1 Action
Range: Touch
Components: V, S, M (a miniature set of balanced scales worth at least 100 gp)
Duration: Concentration, up to 5 rounds
You touch a creature and call it before an impartial arbiter on a sealed demiplane. The target must make a Charisma saving throw. On a failed save, the target and all its belongings are transported to the harmless Tribunal demiplane for the duration. While there, the target is Incapacitated but aware and able to speak to the arbiter. On a successful save, the spell has no effect. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
At the end of each of its turns while banished, the target makes an Intelligence, Wisdom, or Charisma saving throw of your choice against your spell save DC. You cannot choose the same ability on consecutive turns, and cannot use any ability more than twice across the five turns. Tally total successes at the end of the duration to determine the outcome:
- 5 successes (Innocent). The creature regains 50 hit points, and it ends one of the following of its choice: one level of Exhaustion, one of the below conditions, one curse, any reduction to one of its ability scores, or any reduction to its hit point maximum.
- 4 successes (Satisfied). The creature regains 25 hit points, and it ends one of the following conditions of its choice: Blinded, Deafened, Paralyzed, or Poisoned.
- 2–3 successes (Not Guilty/Undecided). No effect.
- 1 success (Dissatisfied). The creature takes 25 Necrotic damage, and has the Prone condition.
- 0 successes (Guilty). The creature takes 50 Necrotic damage, it gains one level of Exhaustion, and has the Prone condition.
Using a Higher-Level Spell Slot. The healing and damage increases by 10 Innocent and Guilty and 5 for Satisfied and Dissatisfied for each spell slot level above 5.

Comments