|Turning undead is the most universal ability of all clerics, even more so than healing. The Turn Undead spell operates almost exactly the same for all denominations, with only a minor deviation for clerics of Bonig (see spell description).|
| Requirements: Cleric Rank 1
Resisted: Undead turn resistance vs. cleric’s effective turn power
Clerical Points: 1
Range: Cleric’s Rank x 4 yards
Time to Cast: 1 second
Description: The divine power repels or even destroys undead. The cleric rolls against their remaining clerical points (for clerics of Bonig, use total clerical points instead) added to [their religion’s base turn value], and each undead within the area must resist with their effective turn resistance (their level added to their base turn resistance; skeletons might be level 1 while lord vampires might be level 20, and various undead types might be more resistant to turning than their level would indicate). If the cleric wins the contest, the undead must flee for rounds equal to the cleric’s rank plus [religion’s base turn duration]. If the cleric wins by more than the undead level, then the undead is destroyed. If the cleric fails, the undead automatically tracks and attacks the cleric with a bonus equal to the failure number, and will only attack others who are in their way. Once a turn has failed on a particular undead, the affected undead cannot be turned again by the same cleric.
Turning Undead Example
|For this example, we’ll use a cleric of Dixon and a level 2 skeleton. Note that turning undead applies to all undead within the range of the cleric.|
|Assumptions: Rank 1 cleric, no additional clerical points bought, and no other spells cast prior.|
The cleric of Dixon, facing a skeleton, casts the Turn Undead spell. The cleric determines their remaining clerical points (before casting the Turn Undead spell) and adds it to the base turn value, which is 10 for Dixon. With 5 remaining clerical points, this means that the cleric’s effective turn power is 15 for this casting (it will be less if cast again, as their remaining clerical points will be reduced). They roll a 12, making their turn by 3. The GM determines the skeleton’s turn resistance by adding their base turn resistance (typically 10) to their level, which in this case is 2. The total is 12. The GM rolls a 10, succeeding by 2. Because the cleric’s turn success is greater, the turn is successful. The difference is important in determining the fate of the undead. In this case, the cleric won by 1 so the undead flees for 5 rounds (1 for the cleric’s rank and 4 for the Dixon base duration). If the cleric had rolled a 10, making their turn by 5, then the difference would have been 3, which is more than the level of the skeleton so the skeleton would be destroyed rather than made to flee.
It is crucial to understand two key points:
- Each undead gets their own save, it’s not an “all or nothing”
- All undead within the cleric’s range must save, which is especially important in mixed groups of undead.
So what does that mean? Let’s say there is a group of 20 level 1 skeletons and a single level 20 vampire lord within a given cleric’s range (unlikely but appropriate for this scenario). A cleric attempting a turn does not pick which undead to target, all undead are included. A mid-level cleric with most of their clerical points may destroy all 20 skeletons, but incur the sole focus of the vampire lord in doing so.