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Divine Interdiction

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Divine Interdiction
Abjuration
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

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 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.

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 targets turning abilities are immediately negated for the spells 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).