and members of certain other classes rely on their ability to control
undead or other creatures. Turn the tables on these characters by interfering
with their connection to their source of power. Your characters can temporarily
suppress a clerics turning ability -- and possibly other powers
as well -- by casting divine interdiction.
V, S, DF
Time: 1 action
Close (25ft. +5ft./2 levels)
10-ft.-radius emanation, centered on a creature, object, or point in space
Will negates or none (object)
these optional corollaries to the divine interdiction spell:
your DMs discretion, the effects of divine interdiction
can include other turning-like abilities -- for example, it may
also apply to a clerical (or other class) ability to command, rebuke,
or turn elementals, outsiders, lycanthropes, or other types of creatures.
DM also may choose to have divine interdiction temporarily
negate any extraordinary, spell-like, or supernatural granted powers
due to access to a spell domain. In this circumstance, special powers
from domain access (such as increased caster levels, death touch,
or smiting, among others) are lost for the duration of the spell.
Domain benefits that result in skill proficiency (such as Trickerys
allowance of Bluff, Disguise, and Hide as class skills) are unaffected,
as the skill is already learned and committed to memory, not powered
daily by divine force.
interdiction interferes with a cleric's connection to his or her divine
source of power, resulting in a temporary loss of the ability to turn
or rebuke undead. Paladins, blackguards, and other classes capable of
rebuking, turning, or otherwise commanding the undead can also suffer
a temporary loss of this ability through divine interdiction.
spell creates a beam of invisible disruptive energy that streaks out from
the casters pointed finger to strike the target(s) automatically.
As usual, a target benefits only from his or her size modifier, Dexterity
modifier, and deflection bonus (if any); armor bonuses, shield bonuses,
or natural armor bonus do not apply.
can be cast on a point in space, but the effect is stationary unless cast
on a mobile object. The spell can be centered on a creature, and the effect
then radiates from the creature and moves as it moves. An unwilling creature
can attempt a Will save to negate the spell and can use SR, if any. Should
the save fail, the targets turning abilities are immediately negated
for the spells duration.
under the influence of divine interdiction, the target is treated
as though he or she has no ability to turn, rebuke, or command undead.
Note that the spell does not prevent positive or negative energy from
affecting undead within the area (it merely becomes a barrier to activating