Turn Undead
| School | Evocation (opposed by Conjuration) |
| Spell level | innate level 1 - no class learns it from a spellbook |
| Range | Personal - 0 metres, or 2.25 when aimed at another creature |
| Components | Somatic |
| Can be aimed at | yourself |
| Area of effect | 20 metre radius |
| Counts as an attack | Yes - casting it on someone is a hostile act |
How it works
- It reaches 15 metres around you and works through your Cleric levels. Paladin or Blackguard levels count too, minus 2, whichever of the two is higher.
- The roll is d20 + your Charisma modifier, and it sets how powerful a creature you can turn: from 4 levels below your turning level on a total of 0 or less, up to 8 above it on 40 or more.
- The pool of hit dice you can turn in one go is 2d6 + your Charisma modifier + your turning levels, spent from the nearest creature outwards.
- A creature whose hit dice are at most half your turning levels is destroyed outright. Anything else flees for 5 rounds.
- A player caught by it counts as having a quarter of their level in extra turn resistance, and flees for 2 rounds rather than 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 rather than being turned. The Sun domain adds 1d4+1 to the roll and 1d6+1 to the pool.
Where it comes from
No class learns this from a spellbook: it is the ability a feat uses, and what it does is on the feat's page.
Cast by a feat: Turn Undead.
See also
- Magic - save DCs, saving throws and when you cannot cast
- Spells
- Classes