Crisis of Faith (3.5e Power)

You plant a strong seed of doubt in the target's mind that causes it to question all of its religious, spiritual, and moral beliefs. If the target succeeds on a Will save when crisis of faith is manifested, it takes a –2 penalty to all attack rolls, saving throws, ability checks, skill checks, and damage rolls.

If the target fails its Will save, its connection to the divine is also severed in addition to taking the above penalties. For as long as crisis of faith lasts the target is unable to cast divine spells, utilize items that emulate divine spells, use class features granted by classes that can cast divine spells, use domain powers, or benefit from divine feats. If the target attempts to perform any of these activities, the target loses a use of the ability or expends a charge of the item (as appropriate) and expends its action(s) as if the ability or item had been activated normally, but the ability or item fails to have any effect at all.

Augment: You can augment this power in one or both of the following ways.
 * 1. For every 2 additional power points you spend, this power imposes an additional –1 penalty to all attack rolls, saving throws, ability checks, skill checks, and damage rolls.
 * 2. If you spend 6 additional power points, this power can affect up to four creatures all within a 20-ft.-radius burst.

In addition, for every 2 additional power points you spend to achieve any of these effects, this power’s save DC increases by 1.