Sunday, July 29, 2012

As the Cleric Turns

Quick post this morning, with something that's probably already been done. So - clerics can turn the undead (i.e. scare them away), but what if they can do a bit more than that. Why not different turning effects, with easier or more difficult turning rolls to go with them?
With all of these effects, assume that a "T" on the Turn Undead chart counts as a "3" and a "D" counts as a "2" in terms of rolling the dice.


Daze: To daze undead, the cleric makes a turning roll at +2. The affected undead lose their turn that round and suffer a -2 penalty to AC and saving throws.

Cow: To cow the undead, the cleric makes a turning roll at +1. The affected undead are cowed for as long as they remain in the presence of the cleric, and for as long as the cleric forcefully presents his holy symbol. The cowed undead fall to their knees and avert their eyes. If attacked while cowed, the effect ends and they may act normally.

Light Damage: To lightly damage undead, the cleric makes a turning roll at -1. If successful, all undead within 30 feet suffer 1d4+1 points of damage.

Stun: To stun the undead, the cleric makes a turning roll at -2. If successful, all undead are stunned (per dazed above) for 1d4+1 rounds.

Moderate Damage: To moderately damage undead, the cleric makes a turning roll at -3. If successful, all undead within 30 feet suffer 2d4+2 points of damage.

Blind: To blind undead with divine radiance, the cleric makes a turning roll at -3. The undead are blinded (per the spell blindness) for 1d4+1 rounds.

Lull: To lull the undead into a sleep-like torpor, the cleric makes a turning roll at -3. The undead fall into the equivalent of sleep for 1d4+1 rounds.

Confuse: To confuse the undead (per the confusion spell), the cleric makes a turning roll at -4. All undead within 30 feet are confused for 1d4+1 rounds.

Charm: To charm the undead (per the charm monster spell), the cleric makes a turning roll at -4. All undead within 30 feet act as the cleric's erstwhile allies for 1d4+1 rounds.

Serious Damage: To seriously damage undead, the cleric makes a turning roll at -5. If successful, all undead within 30 feet suffer 3d4+3 points of damage.

Destroy: To destroy the undead, turning them into ash, the cleric makes a turning roll at -6. All undead within 30 feet must pass a saving throw (Fort, vs. death, etc.) or be completely destroyed. Those who succeed at the saving throw still suffer 3d6 points of damage.

A failed turn undead roll while using any of these effects means that the undead in question are immune to all turn attempts (and effects) from that cleric for the remainder of the battle (or 24 hours - whatever you prefer). If successful with one of these effects, the cleric may attempt to employ another later (i.e. he could daze them, and then later in the battle attempt to damage them). As soon as a turn attempt fails, though, all further attempts automatically fail for the remainder of the battle (or 24 hours).

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