Divine Interdiction
Divine Interdiction is a D&D 3.5 spell (Abjuration) from Sc. On class lists for Cleric (Level 2), Cleric Variant (Level 2), Cloistered Cleric (Level 2). Range or area: Close (25 ft. + 5 ft./2 levels); Saving throw: Will negates or None (object) (see text); Duration: 1 round/level; Casting time: 1 standard action.
- School
- Abjuration
- Casting Time
- 1 standard action
- Components
- V
- Range
- Close (25 ft. + 5 ft./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) (see text)
- Spell Resistance
- Yes or No (object) (see text)
You shout out a plea, calling upon your deity to quell the power of another deity’s follower.
This spell can be cast at a point in space, but the effect is stationary unless cast on a mobile object. The spell can be cast on a creature, and the effect then radiates from the creature and moves as it moves. A creature can attempt a Will save to negate the spell, and spell resistance, if any, applies if the spell is cast on a creature.
Divine interdiction interferes with a cleric’s connection to her divine source of power, resulting in a temporary loss of the ability to turn or rebuke creatures and loss of granted domain powers. Paladins, blackguards, and other classes capable of rebuking and turning also suffer a temporary loss of this ability. This affects the subject’s ability to channel energy through the use of a turn or rebuke attempt, and so also interferes with the use of many divine feats.