RULES CLARIFICATION: TURN UNDEAD

1)          Turning undead while threatened does not invoke an attack of opportunity.

2)          Turning undead is considered an attack.

3)          A successful attack will not interrupt a turning attempt.

4)          Turning undead is a no-move action. No other significant actions are possible while turning.

5)          Turning undead takes effect in the average action phase.

6)          Turning undead has an area of effect of a 180 degree arc in front of the priest with a range of 60 feet (i.e. a semi-circle in front of the priest with a 60’ radius).

7)          Undead within the area of effect of the turn attempt who have 100% cover (eg behind a door, wall or column) are not affected by the turning attempt.

8)          Only one turning attempt may be made per character per encounter, but several different characters can make attempts at the same time (with the results determined individually). This means that if a priest was surrounded and decided to make a turning attempt, the undead that are part of the encounter but are behind the priest cannot be subjected to a turning attempt by that priest during the rest of that combat. Any new undead that arrive later in the combat could be turned however.

9)          The closest and weakest undead are always turned first. In a mixed group of undead, strength has priority over range – all of the weakest undead in range of the turning character are dealt with before moving to the next strongest undead, and so on.

10)       Speech and gestures are important to a turning attempt – the turning character must have his/her hands free, be able to speak, and must have a holy symbol to have any chance of success.

11)       If successfully turned, undead subject to the commands of others (eg. skeletons), will simply retreat and allow the character and those with him to pass or complete their actions. Free willed undead attempt to flee the area until out of sight of the turning character or for 3d4 rounds, whichever is appropriate. If unable to escape, free willed undead will circle at a distance no closer than ten feet to the character, provided the character continues to maintain turning (though no further die rolls are needed and the priest can look away from the affected undead). If the character forces the free-willed undead to come closer than ten feet (by pressing them into a corner, for example) the turning is broken and the undead can attack normally.

12)       If successfully dispelled or destroyed, the undead creature is destroyed instantly and permanently. The DM determines the physical effects—the flashier, the better: a skeleton crumbles to dust; a crimson flame envelopes a ghoul then disappears; a spectre screams as it is sucked through an invisible portal the size of a pinhole; a vampire melts into a steaming puddle; and so on.

13)       An evil priest attempting to turn a paladin is treated as being three levels lower than their actual level. An evil priest cannot destroy a paladin in a turning attempt.

14)       Good priests can only ever turn undead. Neutral priests will normally turn undead unless a priest’s religion specifically sanctions the commanding of undead. Evil priests can only ever command undead.


TURNING UNDEAD REFERENCES

1. Ref: 2nd Edition Player’s Handbook

Turning Undead (From Chapter 9 - Combat)

One important, and potentially life-saving, combat ability available to priests and paladins is the ability to turn undead. This is a special power granted by the character's deity. Druids cannot turn undead; priests of specific mythoi may be able to at the DM's option. Through the priest or paladin, the deity manifests a portion of its power, terrifying evil, undead creatures or blasting them right out of existence. However, since the power must be channelled through a mortal vessel, success is not always assured.

When encountering undead, a priest or paladin can attempt to turn the creatures (remember that the paladin turns undead as if he was two levels lower – a 5th-level paladin uses the level 3 column in Table 61). Only one attempt can be made per character per encounter, but several different characters can make attempts at the same time (with the results determined individually).

Table 61: Turning Undead

Type or Hit

Level of Priest†

Dice of Undead

1

2

3

4

5

6

7

8

9

10-11

12-13

14+

Skeleton or 1 HD

10

7

4

T

T

D

D

D*

D*

D*

D*

D*

Zombie

13

10

7

4

T

T

D

D

D*

D*

D*

D*

Ghoul or 2 HD

16

13

10

7

4

T

T

D

D

D*

D*

D*

Shadow or 3-4 HD

19

16

13

10

7

4

T

T

D

D

D*

D*

Wight or 5 HD

20

19

16

13

10

7

4

T

T

D

D

D*

Ghast

--

20

19

16

13

10

7

4

T

T

D

D

Wraith or 6 HD

--

--

20

19

16

13

10

7

4

T

T

D

Mummy or 7 HD

--

--

--

20

19

16

13

10

7

4

T

T

Spectre or 8 HD

--

--

--

--

20

19

16

13

10

7

4

T

Vampire or 9 HD

--

--

--

--

--

20

19

16

13

10

7

4

Ghost or 10 HD

--

--

--

--

--

--

20

19

16

13

10

7

Lich or 11+ HD

--

--

--

--

--

--

--

20

19

16

13

10

Special**

--

--

--

--

--

--

--

--

20

19

16

13

*        An additional 2d4 creatures of this type are turned.

**     Special creatures include unique undead, free-willed undead of the Negative Material Plane, certain Greater and Lesser Powers, and those undead that dwell in the Outer Planes.

        Paladins turn undead as priests who are two levels lower.

Attempting to turn counts as an action, requiring one round and occurring during the character's turn in the initiative order (thus, the undead may get to act before the character can turn them). The mere presence of the character is not enough – a touch of drama from the character is important. Speech and gestures are important, so the character must have his hands free and be in a position to speak. However, turning is not like spellcasting and is not interrupted if the character is attacked during the attempt.

To resolve a turning attempt, look on Table 61. Cross-index the Hit Dice or type of the undead with the level of the character (two levels lower for a paladin). If there is a number listed, roll 1d20. If the number rolled is equal to or greater than that listed, the attempt is successful. If the letter "T" (for "turned") appears, the attempt is automatically successful without a die roll. If the letter "D" (for "dispel") is given, the turning utterly destroys the undead. A dash (--) means that a priest or paladin of that level cannot turn that type of undead. A successful turn or dispel affects 2d6 undead. If the undead are a mixed group, the lowest Hit Dice creatures are turned first.

Only one die is rolled regardless of the number of undead the character is attempting to turn in a given round. The result is read individually for each type of undead. For example, Gorus, a 7th-level priest, and his party are attacked by two skeletons led by a wight and a spectre. The turning attempt is made, resulting in a roll of 12. Gorus's player reads the table for all three types of undead using the same roll – 12 – for all three. The skeletons are destroyed (as Gorus knew they would be). The wight is turned (a 4 or better was needed) and flees. The spectre, however, continues forward undaunted (since a 16 was needed to turn the spectre).

Turned undead bound by the orders of another (for example, skeletons) simply retreat and allow the character and those with him to pass or complete their actions. Free-willed undead attempt to flee the area of the turning character, until out of his sight. If unable to escape, they circle at a distance, no closer than ten feet to the character, provided he continues to maintain his turning (no further die rolls are needed). If the character forces the free-willed undead to come closer than ten feet (by pressing them into a corner, for example) the turning is broken and the undead attack normally.

Evil Priests and Undead (From Chapter 9 - Combat)

Evil priests are normally considered to be in league with undead creatures, or at least to share their aims and goals. Thus, they have no ability to turn undead. However, they can attempt to command these beings. This is resolved in the same way as a turning attempt. Up to 12 undead can be commanded. A "T" result means the undead automatically obey the evil priest, while a "D" means the undead become completely subservient to the evil priest. They follow his commands (to the best of their ability and understanding) until turned, commanded, or destroyed by another.

Evil priests also have the ability to affect paladins, turning them as if they were undead. However, since the living spirit of a paladin is far more difficult to quell and subvert, paladins are vastly more difficult to turn. An evil priest attempting to turn a paladin does so as if the priest were three levels lower than he actually is. Thus, a 7th-level evil priest would turn paladins on the 4th-level column. He would have only a slim chance of turning a 7th-level paladin (7 HD) and would not be able to turn one of 8th level at all (using the level of the paladin as the HD to be turned). All "D" results against paladins are treated as "T" results.

2. Ref: 2nd Edition Paladin’s Handbook (Chapter 2, pgs 16-17)

Turning Undead

By tapping into the powerful forces generated by his faith, the paladin can become a living conduit of lawful good energy. He may focus this energy to terrify undead or blast them out of existence. A paladin gains the ability to turn undead at 3rd level. As shown on Table 10 in Chapter 1, a paladin turns undead at two levels lower than a cleric; that is, a 3rd-level paladin turns undead as a 1st-level cleric. Otherwise, a paladin has the same restrictions as a cleric:

·        A turning attempt counts as an action and takes one combat round to execute. The attempt occurs during the paladin's turn, determined by the order of initiative.

·        A paladin can make only one attempt to turn a particular group of undead. In general, a group consists of all undead that the paladin can see, within a reasonable range (as determined by the DM). If a paladin successfully turns five of a group of seven skeletons, he can't make a second attempt on the remaining two. Another priest or paladin, however, may make try to turn them. Two or more paladins (or priests) can attempt to simultaneously turn the same group of undead. If a particular undead suffers more than one penalty, apply the most effective result. For instance, if a skeleton suffers a "T'' result from a paladin and a "D" result from a priest, apply the "D'' result.

·        The paladin's hands must be free, and he must be able to speak; he can't turn undead by simply standing in place. The attempt should be accompanied by a dramatic gesture (the paladin sweeps his arms before him, or extends both palms towards the undead, then squeezes his hands into fists) or phrase (such as "Disperse and dispel!" or "Fall before the power of righteousness!"). The exact gesture or phrase is up to the paladin.

What happens to an undead when it is turned? A "D" result destroys it, instantly and permanently. The DM determines the physical effects—the flashier, the better. A skeleton crumbles to dust. A crimson flame envelopes a ghoul, then disappears. A spectre screams as it is sucked through an invisible portal the size of a pinhole. A vampire melts into a steaming puddle. The effects of a "T" result depend whether the undead is bound by the orders of another or has free will. A bound undead, such as a skeleton, retreats, hugs the wall, or otherwise gets out of the way of the paladin and his companions. If free-willed, the undead tries to flee. If unable to escape, it circles at a distance, coming no closer to the paladin than 10 feet. Once turned, the undead may hiss or claw the air, but it will take no direct action against the paladin, even if the paladin turns away. Should he move within 10 feet of the undead, the paladin violates the turning, and the undead attacks normally.

3. Ref: 3rd Edition Player’s Handbook

Extract from Turn and Rebuke Undead, (From Chapter 8 – Combat)

Turning undead is a supernatural ability that a cleric can perform as a standard action. It does not provoke attacks of opportunity. You must present your holy symbol to turn undead. Turning is considered an attack.

Range: You turn the closest turnable undead first, and you cannot turn undead that are more than 60 feet away or that have total cover relative to you.

4. Ref: 1st Edition Dungeon Master’s Guide

Turning Undead (From Combat Section, pgs 65-66)

As stated on the CLERICS AFFECTING UNDEAD TABLE, this function may be attempted only once by each cleric. Of course, if there are two, both may attempt the function, each trying once, etc. There is also an exceptional case where turning may be practiced more than once by each and every cleric concerned. This occurs in cases where multiple forms of creatures subject to turning are involved. If the cleric attempting the turning is successful against any or all types within the group of multiple forms of undead, that type or multiple types, to the maximum number indicated by the dice roll or otherwise indicated by the rules, are turned, and on the next round the cleric so successful may attempt to turn other undead of the group. This process may continue as long as each successive attempt is successful and the cleric lives. Undead so turned (from the group of multiple types) are lowest hit dice types to highest hit dice types, i.e. first listed to last listed on the table. Any failure to turn undead disallows a further attempt by the same cleric. Turning can occur at the same time as missile discharge, magical device attacks, and/or spell casting. It also is subject to initiative determination.

If the undead are in a mixed group – for example, 1 vampire, 3 ghosts, and 8 ghouls – you may opt to disallow any turning or other effect if the most powerful member – in the example above, the vampire – is not affected by the cleric. Naturally, this rule applies only to groups of mixed undead where the lesser are following or serving the greater. Mindless undead, skeletons and zombies, cannot be considered. Otherwise, the cleric will affect undead according to the die score, with the possibility of the lesser monsters being turned or otherwise affected, while greater ones are unaffected.

Evil Clerics: Anything below a result of T indicates that the undead are compelled to do some service. Treat this in the same way as an invisible stalker serving a magic-user. The length of service so compelled is equal to 24 hours minus the minimum score the cleric needed to compel such service. Example: A 9th level evil cleric meets a lich, and scores 20 on the die roll, so the lich will be neutral and not attack for 8 hours (24-16); later the same cleric encounters a vampire, and scores a 12, so the vampire will join the evil cleric and serve as a member of the cleric’s group for up to 14 hours (24-10). A successful result of “T” indicates that the undead will remain neutral or serve for a full 24 hour period. A “D” result indicates co-operative service by the undead as long as the evil cleric renews his or her control every 6 days. In any of the above cases, hostile acts against the undead or associated creatures will certainly cause the cleric’s effects to be totally broken and negated entirely. Hostile acts include entry into an area which the affected creatures have been commanded to guard, attempts to remove guarded items or treasure belonging to the affected creatures, attempts to prevent the affected creatures from carrying out commands, or actual attack by spell, weapon, or other forms which cause the affected creatures harm.

N.B.: Any commanded creature will immediately be freed from clerical compulsion upon the unconsciousness (excepting normal sleep) or death of the cleric who successfully compelled them to service. This will result in the affected undead or other affected creature or creatures either leaving or attacking the cleric and his or her group according to the existing circumstances. Consider treatment and risk when arriving at the action the affected creature takes. Mindless undead will simply do nothing, losing all animation and direction.

Counter-Affecting: A cleric of opposite alignment may attempt to negate the effects of a cleric who has affected undead or other creatures. The table is consulted, and if the countering cleric is successful, the affected undead are freed of the effects of the first cleric’s efforts. Of course, this counter will not restore any undead destroyed/damned by a good cleric. This counter may in turn be countered, etc. This may continue indefinitely until one or the other cleric fails and is no longer eligible to affect undead et al. When affected creatures have clerical effects countered, they are powerless to take any action on the following round.

Evil Areas: You may wish to establish areas where evil has made special power bases, i.e., an evil shrine, temple, or whatever. Such areas must be limited, of course – the shrine to perhaps a 10” by 10” area, the temple to twice that area. Such areas will automatically reduce the chance of any cleric affecting undead or other creatures within their precincts by a previously stipulated factor – perhaps 1 or 2 in the shrine area, 3 or 4 in the temple area. This power can be destroyed only by desecration of the evil, i.e. breaking of the evil altar service, pouring of holy water upon the altar, blessing and prayers, and whatever other actions you, as DM, deem sufficient. Thus, in an area specially consecrated to evil, undead and associated creatures from the lower planes are far more difficult to handle. The corollary to this is that on the lower planes themselves, good clerics are totally unable to affect the evil creatures who dwell upon them, while on the upper planes, an evil cleric would have no effect upon a paladin. Good areas are similar bases of power for such creatures, and evil clerics will have lesser chances of affecting paladins or similar good aligned creatures.

Matrix For Cleric’s Affecting Undead (From Combat Section, pgs 75-76)

Type of Undead

Level of Cleric Attempting To Turn

 

1

2

3

4

5

6

7

8

9-13

14+

Skeleton

10

7

4

T

T

D

D

D*

D*

D*

Zombie

13

10

7

T

T

D

D

D

D*

D*

Ghoul

16

13

10

4

T

T

D

D

D

D*

Shadow

19

16

13

7

4

T

T

D

D

D*

Wight

20

19

16

10

7

4

T

T

D

D

Ghast

--

20

19

13

10

7

4

T

T

D

Wraith

--

--

20

16

13

10

7

4

T

D

Mummya

--

--

--

20

16

13

10

7

4

D

Spectreb

--

--

--

--

20

16

13

10

7

T

Vampirec

--

--

--

--

--

20

16

13

10

4

Ghostd

--

--

--

--

--

--

20

16

13

7

Liche

--

--

--

--

--

--

--

19

16

10

Special**f

--

--

--

--

--

--

--

20

19

13

        Paladins turn undead et al. as a cleric two levels below their level.

*        Number affected is 7-12 rather than 1-12.

**     Evil creatures from lower planes such as minor demons, lesser devils, mezzodaemons, night hogs, from 1-2 in number. (As a rule of thumb, any creature with armor class of—S or better, 11 or more hit dice, or 66% or greater magic resistance will be unaffected.)

a        A paladin of 1st or 2nd level can be turned by an evil cleric.

b        A paladin of 3rd or 4th level can be turned by an evil cleric.

c        A paladin of 5th or 6th level can be turned by an evil cleric.

d        A paladin of 7th or 8th level can be turned by an evil cleric.

e        A paladin of 9th or 10th level can be turned by an evil cleric.

f         A paladin of 11th or higher level can be turned by an evil cleric.

Procedure: A d20 is rolled, and if the number shown is matched or exceeded by the die roll the undead are turned. From 1-12 (or 7-12 or 1-2) undead (or evil creatures from lower planes) are affected:

1.    Evil clerics cause the creatures to take neutral or friendly attitude according to a reaction dice score. Neutral undead will ignore the cleric and his or her party; friendly ones will follow the cleric and join the adventure.


2.    Good clerics cause the creature to move directly away from his or her person, and stay as far away as possible for not less than 3 nor more than 12 rounds, moving at full speed for the duration if at all possible. The turned undead will be able to come back again, but they are subject to further turning by the cleric.

Failure to score the number shown, or greater, means the turning was unsuccessful. No further attempt by the cleric can be made with respect to the particular undead, and they may proceed to attack or otherwise operate unconstrained.

T:    This symbol indicates automatic turning — whether to influence by an evil cleric or actual driving away by a good cleric.

D:   This symbol indicates the cleric has automatically brought the undead into friendly status (evil cleric) or destroyed or damned them (good cleric).

--:   No effect upon the undead is possible where a dash is shown.

The progression on the table is not even. A variable increment of 5% appears – 19, 20. It is included to reflect two things. First, it appears to allow lower level clerics a chance to turn some of the tougher monsters. It disappears (at 4th level) and reappears again only when the clerics have reached a high level (8th and up). This reflects the relative difficulty of these clerics when faced with turning away the worst of evil creatures, but also allows the table to have them completely destroy the weaker undead. If for some reason you must have an exact progression, follow the columns for levels 1, 2, and 3, correcting to the right from there – and thus rather severely penalizing the clerics of upper levels, but by no means harming play balance. Column 4 will then read, top to bottom: T, 4, 7, 10, 13, 16, 19, 20. Do not otherwise alter the table as it could prove to be a serious factor in balance – weakening or strengthening clerics too greatly.

5. Ref: Dragon Magazine, June 1996 (Issue No. 230, pg 95)

How do you handle initiative for a priests attempt to turn undead? The rules say a turning attempt counts as an action for the character and takes one round. It also says that the turning effect occurs during the priests turn in the initiative order and that any opposing undead might get to attack the priest before he can make the attempt. I notice that Table 56: Optional Modifiers to Initiative does not include an entry for undead turning. Does this mean the priest always goes last if he attempts undead turning? That could be pretty rough on a lone priest facing a group of undead.

A turning attempt counts as the priest’s sole action for the round; the priest cannot move, attack, cast a spell, use a magical item, or take any other significant actions during the same round as a turning attempt. (In the PLAYER’S OPTION™ combat system, a turning attempt is a no-move action.) The priest rolls for initiative normally, and the attempt is resolved during the priest’s normal place in the initiative order. There is no entry for turning attempts on Table 56 because undead turning is neither particularly slow nor particularly fast – the priest makes an unmodified initiative roll unless some other factor also applies (see Table 55: Standard Modifiers to Initiative).

6. Ref: Dragon Magazine, August 1988 (Issue No. 136, pg 52)

Can neutral clerics turn or control undead?

Some campaigns may allow neutral clerics to control undead whose alignment matches the non-neutral component of the cleric’s alignment, turning all others (e.g., a chaotic-neutral cleric could control chaotic undead and could turn others). If the cleric has a true-neutral alignment, then only true-neutral undead are controlled; all others are turned.

7. Ref: Dragon Magazine, January 1988 (Issue No. 129, pg 50)

Is there anything special about holy symbols, or are they just “window dressing?”

Holy symbols are not magical items and do not have any extraordinary properties or powers. It is generally assumed, however, that a cleric must have his holy symbol to cast spells or turn undead.


8. Ref: Dragon Magazine, October 1980 (Issue No. 42, pg 22)

Can a Cleric attack while turning undead? What happens if he/she is hit while trying to turn undead?

Clerics are empowered with the ability to turn away undead, the success of which is dependent upon the Cleric’s level and opportunity, since the Cleric must be in a position to place him/herself before the undead, have time to speak and display a religious symbol. This is his/her action for any such segment or round, and therefore prohibits also attacking at the same time. If the Cleric is hit while at- tempting to turn the undead, damage will be taken, but if he/she is not killed, the turning attempt will continue – unlike the spoiling of a spell that would occur if the Cleric were struck while casting.