That's really vague and unclear. Really, really, really vague and unclear.I'd appreciate great game-mechanical and by-the-book ways to "shut down" healing from clerics.
I'm guessing, but I think the OP is looking for ways (as a DM) to limit available healing for PC's. Clerics can snap off a healing spell any time they like, which makes for a potentially frustrated DM who enjoys having PC's "suffer" for their rewards.
Short of magic-resistant or magic-dead areas, you could rule that in your campaign world, there simply is no Divine healing, or it's really hard to make it work as expected.
I'm surprised nobody has said this yet but do the persistent spell feat chain and get the 4th level spell Divine Power as a 24-hour buff
H - Extra Turning - +4 turning attempts per day
1 - Extend Spell - Prereq for Persistent Spell
3 - Persistent Spell - Make a spell with a range of "personal" last for 24-hours, +6 SL
6 - Divine Metamagic - You may substitute turning attempts for spell level adjustments from a metamagic feat.
Divine Power :: d20srd.org
"Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. Your base attack bonus becomes equal to your character level (which may give you additional attacks), you gain a +6 enhancement bonus to Strength, and you gain 1 temporary hit point per caster level."
(Basically you become a spellcasting fighter with a good will save)
Assuming you rolled a 8+ on Charisma, you start out with 2+ turning attempts/day
Add +4 to that via Extra Turning and you have 6+ turning attempt per day.
Upon reaching level 6 you can apply "personal" ranged buffs to yourself by expending 6 turning attempts.
This can be expedited if you roll a 16+ in charisma and your DM will allow you to take Extend Spell and Persistent Spell in the same turn. Or, if you have a 16+ but your DM wont let you, just take Power Attack instead of Extra Turning.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.