That said, I am sure that must be a ritual to cure blindness or something.
Sidebar: "The Remove Affliction ritual is a common means by which characters free themselves from ailments like those they are able to inflict. It should not be so easy for the characters’ enemies to escape these punishments when the heroes choose to apply them. As with enemies the heroes imprison or kill, the DM should see that these conditions are overcome only—if ever—as the story demands it."
For myself, I like the concept of the article - reminding players that there are other options than killing enemies is good.
But I'm very disappointed with the execution, so to speak. (No pun intended).
The biggest thing is that the article just needs a lot more guidance. Reminders to the players that these results are at DM discretion. Labels on what sort of characters might be able to pull these off - Transmogrification might suggest a Paragon level caster, Torn from History might suggest an Epic level hero. These don't need to be absolute requirements, but at least some hints as to when these are appropriate - rather than putting this up there and letting all sorts of players suddenly come to the game with expectations that are going to be completely shut down by many DMs.
Similarly, disclaimers that these are suggestions, not absolutes. A blinded enemy might end up begging on the streets - or the DM might bring him back in a different role. Honestly, I'd have liked a lot more suggestions, and lot less of Peter Schaefer's personal stories. He should be inspiring people with ideas, not laying out absolute results that, again, will cause players frustration when the DM takes a different direction than the article suggests.
Finally, the issue of the evil punishments. Ok, I recognize some campaigns could use these. But they should absolutely be labelled as evil, and players given some sign - any sign! - that consigning someone to being tortured for eternity is not a good act. Crippling and maiming someone, in the horrific fashions described here? Sometimes that is not ok, and it is downright irresponsible for the author to not have addressed this at all.
Overall, good flavor and concept for the article, but I would have liked a lot more responsibility on the author's behalf in providing advice for how it should be actually used in a game. Tossing these ideas out haphazardly is a real disappointment.