Blue Mountain
Turn Undead
Note that a Cleric can either be a Healing Specialist, or have the ability to Turn Undead. He cannot have both abilities.

Clerics with this ability can turn undead. To turn undead, the cleric must boldly present his holy symbol to the undead and command them to flee. The player then makes a skill roll to determine the effect. Skill roll is ((WP - 15) x 3) + (Rank x 5). Use the first table below if the undead's level is equal to or less than the cleric's rank with Turn Undead. Use the second table if the undead level is higher than the cleric's rank with Turn Undead. The GM can either choose the option or allow the player to choose the option.

Undead are equal to or lower than the cleric's rank with Turn Undead
ResultOption 1Option 2Option 3
Absolute Success3.5 levels per rank flee for 2d6 rounds2.5 levels per rank flee for 5d6 rounds1.5 levels per rank are destroyed
Success3 levels per rank flee for 2d6 rounds2 levels per rank flee for 5d6 rounds1 level per rank are destroyed
Near Success2 levels per rank flee for 2d6 rounds1.5 levels per rank flee for 5d6 rounds
Partial Success1.5 levels per rank flee for 2d6 rounds1 level per rank flee for 5d6 rounds
Failure1 level per rank flees for 2d6 rounds.5 levels per rank flee for 5d6 rounds
Absolute FailureNo effect
BlunderThe undead will focus on the cleric in preference to anyone else

Undead are higher level than the cleric's rank with Turn Undead
ResultOption 1Option 2Option 3
Absolute Success2d6 undead will flee for 2d6 rounds1d6 undead will flee for 5d6 rounds1d4 undead will flee for 2d6 minutes
Success2d4 undead will flee for 2d6 rounds1d4 undead will flee for 5d6 rounds1d2 undead will flee for 2d6 minutes
Near Success1d4 undead will flee for 2d6 rounds1d2 undead will flee for 5d6 rounds1 undead will flee for 2d6 minutes
Partial Success1d4 undead will flee for 1d6 rounds1d2 undead will flee for 2d6 rounds
FailureNo effect
Absolute FailureThe undead will focus on the cleric in preference to anyone else
BlunderThe undead will focus on the cleric in preference to anyone else, gaining a +10 to their attacks

Once this ability is used once on a single group of undead, it cannot be used again. The GM might allow an exception if the group is being swarmed with undead and only a limited number of them were able to see the cleric when he initially attempted to turn them but this should be an exception.

Turning undead takes 2 combat actions, or one round, whichever is less, to perform.

Example, Mordric the cleric is fighting an evil guard. He has a shield in one hand and a mace in the other. Suddenly a bunch of undead show up and Mordric would like to turn them. He normally gets 3 attacks (combat actions) per round and would need to use two of them to turn the undead. However, he must also either drop or stow either his mace or his shield in order to grab his holy symbol (which hangs on a chain around his neck) and boldly present. Mordric elects to stow his mace on a clip on his belt. Since he is allowed 3 actions, he elects to attack the evil guard as his first actioin, then stow his mace and then grab and present his holy symbol. His attack on the evil guard goes off on his highest initiative rolled. His Turn Undead goes off on his lowest initiative rolled, which is further reduced by -5 since he stowed his mace. The following round, he will suffer a -5 to his actions to recover his mace and continue attacking.

While using the Turn Undead skill, other attackers gain a +20 to their Strike Chance to hit the character since he is trying to defend and turn undead at the same time.



Old Method

Clerics with this ability can turn undead. To turn undead, the cleric must boldly present his holy symbol to the undead and command them to flee. He can affect 2d6 undead each time he uses this power. If he fails his turn roll, he cannot attempt to turn those undead for 24 hours.

The following table indicates the roll that the cleric needs to successfully use this power. He must roll the indicated number or higher on a d20 to turn the undead. If the roll is successful, 2d6 undead will flee for 1d6 rounds, plus 1d6 per point by which the rolls was made. Thus, if the roll is made exactly, the creature flees for 1d6 rounds. If the roll is made by one, the creature flees for 2d6 rounds, etc.

Note that the creatures are listed at the minimum level for that creature. It is easily possible to run into higher level creatures. For example, minimum level for a Ghast is 4 but the group might run into a level 8 Ghast, in which case the level 8 row is used to determine what the cleric needs to roll to turn the creature.

GM: In the table below, "T" indicates that the creature is automatically turned while "D" indicates that the creature is automatically destroyed. Automatically turned creatures will flee from 20d6 rounds.



Rank with Turn Undead
LevelCreatures1234567891011121314151617181920
1Skeleton15131197531TTTTDDDDDDDD
2Zombie1715131197531TTTTDDDDDDD
3Ghoul191715131197531TTTTDDDDDD
4Ghast, Shadow20191715131197531TTTTDDDDD
5Wight20191715131197531TTTTDDDD
6Wraith20191715131197531TTTTDDD
7Mummy20191715131197531TTTTDD
8Spectre20191715131197531TTTTD
9Vampire20191715131197531TTTT
10Ghost20191715131197531TTT
11Lich20191715131197531TT
1220191715131197531T
1320191715131197531
142019171513119753
15201917151311975
1620191715131197
172019171513119
18201917151311
192019171513
2020191715