CLERICAL TURNING CHART

Turning is the use of faith against undead and very evil creatures. It repulses them, causing them to retreat or flee; or it actually harms them, causing them agonising pain, wounds or even destroys them completely. This is dependent upon three factors: Level of the Turner, power of the faith in Turning, and the power of the undead or evil being Turned.

Turning must be continuous to be fully effective. Each two Rounds the Turner must make a successful Turn attempt. This may continue until the Turner's END in Rounds has passed at which point the Turner is exhausted and must make not only successful Turns, from then onwards, but also successful END rolls too.

When the Turner is exhausted, one fail of either the Turn or the END check means the Turn falters for that Round. A new Turn must be began next Round, or it fails completely. Failing both Turn and END means the Turn will fail until the Turner has rested for 10 Rounds minus their END ÷10 in Rounds (round down) and successful new Turn attempts may begin again. Critical success on both rolls (01), means that the cleric has gathered their determination and been blessed by their deity to continue and is considered half exhausted only. Assume the cleric is not exhausted and they need not make END rolls until their END ÷ 2 in Rounds has passed. Critical success are cumulative.

Every undead creature has a resistance to Turning. This can be outright and complete, or it can be far lesser and even a problem even when facing Premnars.

An undead or evil creature's resistance to Turning is stated in that creature's description. It may be variable or constant.

To determine if a creature is Turned, the Turner must successfully Turn. This means it is equal to or greater than the faith resistance of the creature. Consult the table below to determine the effect of the successful Turn upon the creature.

TURNING TABLE

TURN RESULT TURN EFFECT
Greater by up to 100+ Creature destroyed
Greater by up to 90 Creature harmed 1D4+3 wounds + Incapacitated
Greater by up to 80 Creature harmed 1D4+2 wounds + Feared
Greater by up to 70 Creature harmed 1D4+2 wounds + Feared 2D4 Rounds
Greater by up to 60 Creature harmed 1D4+1 wounds + Feared 1D4 Rounds
Greater by up to 50 Creature harmed 1D4+1 wounds + Repulsed
Greater by up to 40 Creature harmed 1D4 wounds + Repulsed
Greater by up to 30 Creature harmed 1-2 wounds + Repulsed
Greater by up to 20 Creature Repulsed Level D4 Rounds
Greater by up to 10 Creature Scared Level D4 Rounds
Equal to resistance Creature Held at bay Level D4 Rounds
Below resistance None

Any result that should make the creature move away when it can not (perhaps bound to a place, or physically held) causes that creature to move down one category.