Turn Undead


Turn undead is a default ability for Clerics in 2e, and while it makes sense on the thematically generic version of what D&D is, once you start throwing in specific deities and domains, it tends to fall apart. The only real caveat for the ability is that evil clerics do the opposite in controlling undead. No mention for what neutral clerics would do, or deities that are elemental in nature. As such, I’ve stripped the ability from the standard cleric and converted it into spells to be added to the Life/Healing domain (which can be inverted to the Death/Necromancy domain easily).

Prepare for copypasta. Pardon the formatting errors.

 

Turn Minor Undead – Level 1 (This is part of the ALL domain, others are not)

Affects 2d6 undead creatures up to 1HD. Depending on caster level and successful die roll exceeding the values below, this will force undead to cower and maintain distance from the cleric, or be destroyed outright. At higher levels*, all undead in line of sight are affected.

  • Caster Level     LV1    LV2    LV3    LV4-5    LV6-7    LV8+
  • Undead 1HD     10        7        4         T          D          D*

Turn Lesser Undead – Level 3

Affects 2d6 undead up to 4HD, outright destroys 1HD undead in line of sight. Depending on caster level and successful die roll exceeding the values below, this will force undead to cower and maintain distance from the cleric, or be destroyed outright. At higher levels*, all undead in line of sight are affected.

  • Caster Level     LV5    LV6    LV7    LV8    LV9    LV10    LV11    LV12    LV13    LV14
  • Undead 2HD      4         T       T        D       D        D*       D*        D*       D*        D*
  • Undead 3HD      7         4       T        T        D        D        D          D*       D*        D*
  • Undead 4HD     10        7       4        T        T         T        D          D         D         D*

 

Turn Greater Undead – Level 5

Affects 2d6 undead up to 7HD, outright destroys 4HD undead in line of sight. Depending on caster level and successful die roll exceeding the values below, this will force undead to cower and maintain distance from the cleric, or be destroyed outright. At higher levels*, all undead in line of sight are affected. This may be channeled as long as the Cleric maintains concentration and can be used while moving at a walking pace. The initial roll is maintained throughout.

  • Caster Level    LV8  LV9  LV10 LV11  LV12  LV13  LV14  LV15  LV16  LV17   LV18
  • 5HD                   7      4       T       T      D       D       D*      D*     D*       D*      D*
  • 6HD                  10     7       4       T      T        D       D       D       D*       D*      D*
  • 7HD                  13    10      7       4       T       T        T       D       D         D       D*

 

Turn Major Undead – Level 7

Affects 2d6 undead over 7HD, outright destroys lesser undead in line of sight. Depending on caster level and successful die roll exceeding the values below, this will force undead to cower and maintain distance from the cleric, or be destroyed outright. At higher levels*, all undead in line of sight are affected. This may be channeled as long as the Cleric maintains concentration and can be used while moving at a walking pace. The initial roll is maintained throughout.

  • Caster Level  LV10  LV11  LV12  LV13  LV14  LV15  LV16  LV17  LV18
  • Undead 8HD     7       4        T        T        T      D        D       D       D*
  • Undead 9HD    10      7        4        T        T      T         D       D       D
  • Undead 10HD  13     10       7        4        T      T         T       D       D
  • Undead 11HD  16     13      10       7        4       T        T        T       D
  • 12HD+             19     16      13      10       7       4        T        T       T

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