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Generated

Planar Turning

SchoolEvocation (opposed by Conjuration)
Spell levelInnate level 1. No class learns it from a spellbook
RangePersonal (0 m; 2.25 m when aimed at another creature)
ComponentsSomatic
Can be aimed atyourself
Counts as an attackYes. Casting it on someone is a hostile act

How it works

  • It reaches 15 metres around you and uses your Cleric levels. Your Paladin or Blackguard levels -2 are added too, whichever of the two is higher.
  • The turning check is 1d20 + your Charisma modifier. It sets the most powerful creature you can turn: from your turning level -4 on a total of 0 or less, up to your turning level +8 on 40 or more.
  • The pool of hit dice you can turn at once is 2d6 + your Charisma modifier + your turning levels, spent from the nearest creature outwards.
  • A creature with hit dice at most half your turning levels is destroyed. Anything else flees for 5 rounds (30 seconds).
  • Players are harder to turn: every 4 levels a player has add 1 to the hit dice you have to beat.
  • A player who is turned flees for 2 rounds (12 seconds) instead of 5.
  • Turn resistance and, for outsiders, spell resistance are added to the hit dice you have to beat. Planar turning halves the spell resistance part.
  • Domains widen what you can turn: Air, Earth, Fire or Water for elementals, Plant for vermin, Good or Evil for outsiders, Destruction for constructs, which take damage instead of being turned. The Sun domain adds 1d4+1 to the check and 1d6+1 to the pool.

See also