Dark Reckoning (3.5e Spell)

A massive well of darkness bursts forth from inside you, enveloping everything around you in an unassailable darkness that robs sight, dampens sound, and saps all will to live.

You radiate an aura of pure darkness that takes vengeance upon everyone and everything you consider be an enemy, leaving everything else in the area completely unaffected by divine decree. Every designated enemy within 60 feet is dealt 2d6 damage per caster level, allowing a Will save for half damage. Designated divine spellcasters that worship a good deity, as well as good outsiders that survive the damage must also make a Will save or be slain outright and banished to their home plane respectively. Any designated living creature with a challenge rating 10 less than your caster level or lower dies outright without a save, regardless of their faith or creature type.

In addition to the instantaneous effects listed above, the dark reckoning also radiates absolute darkness out in a 1-mile radius for 1 round per caster level, dispelling any 8th or lower level spells with the Light descriptor currently in effect and preventing such spells from being cast while the darkness from the dark reckoning remains in the area. While the darkness remains, the entire area is effectively doubly desecrated, bestowing the appropriate double bonuses and penalties to turning/rebuking and undead within the shrine of an evil deity. All creatures within the area, except for you, your allies, and any undead and evil outsiders, are completely blinded and deafened by the darkness. This effect allows no saving throw. Furthermore, any creature so affected is subject to a crushing despair effect unless it is immune to either fear or compulsions. The penalties of the despair effect increase by a cumulative -1 for every two rounds the creature spends within the darkness. If the size of this penalty increases to the number of character levels or Hit Dice a creature has, it dies without a save. A remove fear effect, any level of restoration spell or a break enchantment removes the morale penalty, but it does not counteract the blindness or deafness, nor does it stop the penalty from accruing again at the start of the creature's next turn. Remove blindness/deafness does not work against creatures deprived of sight and hearing by a dark reckoning spell, but sight and hearing returns and the penalties disappear as soon as the affected creature leaves the area of the spell. Creatures protected by protection from evil are immune to the despair effect.

All damage from a dark reckoning is divine in nature and is not reduced by any kind of resistance or immunity to energy.

Dark reckoning counters and cancels out divine retribution. Neither spell is dispelled, but in the area where the two spells overlap, the effects of both spells are suppressed.