Turn Undead
| School | Evocation (opposed by Conjuration) |
| Spell level | Innate level 1. No class learns it from a spellbook |
| Range | Personal (0 m; 2.25 m 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 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.
Where it comes from
No class learns this from a spellbook. It is used through a feat, and the feat's page describes it too.
Cast by a feat: Turn Undead.
See also
- Magic - save DCs, saving throws and when you cannot cast
- Spells
- Classes
