By Robert Holzmeier

Clerics 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 cleric’s turning ability -- and possibly other powers as well -- by casting divine interdiction.

Divine Interdiction
Level: Clr 4
Components: V, S, DF
Casting Time: 1 action
Range: Close (25ft. +5ft./2 levels)
Area: 10-ft.-radius emanation, centered on a creature, object, or point in space
Duration: 1 round/level
Saving Throw: Will negates or none (object)
Spell Resistance: Yes

Try these optional corollaries to the divine interdiction spell:

Spell Option A
At your DM’s 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.

Spell Option B
Your 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 Trickery’s 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.

Divine 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.

This spell creates a beam of invisible disruptive energy that streaks out from the caster’s 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.

The spell 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 target’s turning abilities are immediately negated for the spell’s duration.

While 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 such powers).


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