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L&L Turning & Churning
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<blockquote data-quote="CleverNickName" data-source="post: 5848364" data-attributes="member: 50987"><p>I have always thought that Turn Undead should be a 1st level Cleric spell, not a class-specific, supernatural ability. For the last 8 years, I have houseruled it thus:</p><p></p><p>[SBLOCK="Turn Undead As A Spell"]</p><p><strong>TURN UNDEAD</strong></p><p>Necromancy</p><p><strong>Level:</strong> Cleric 1, Paladin 1</p><p><strong>Components: </strong>V, F</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> 20’ burst</p><p><strong>Target/Effect:</strong> all undead within 20 feet</p><p><strong>Duration:</strong> 10 rounds (D); see text</p><p><strong>Save Throw:</strong> Fort negates</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p>This spell creates a brilliant burst of sacred energy, centered on the caster and expanding 20 feet in all directions. All undead creatures within the area of effect must make a Fortitude save or be <em>turned</em>. Turned undead flee from you by the best and fastest means available to them. They flee for 10 rounds (1 minute). If they cannot flee, they cower in place (giving any attack rolls against them a +2 bonus). If you approach within 10 feet of them, however, they overcome being turned and act normally. (You can stand within 10 feet without breaking the turning effect—you just can’t approach them.) You can attack them with ranged attacks (from at least 10 feet away), and others can attack them in any fashion, without breaking the turning effect.</p><p></p><p>Undead creatures that have Hit Dice equal to one-half your caster level or less (rounded down) are automatically destroyed on a failed save throw. For example, a 5th level cleric casting this spell would automatically destroy any undead of 2 HD or less.</p><p></p><p>Focus: a holy symbol[/SBLOCK]</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 5848364, member: 50987"] I have always thought that Turn Undead should be a 1st level Cleric spell, not a class-specific, supernatural ability. For the last 8 years, I have houseruled it thus: [SBLOCK="Turn Undead As A Spell"] [B]TURN UNDEAD[/B] Necromancy [B]Level:[/B] Cleric 1, Paladin 1 [B]Components: [/B]V, F [B]Casting Time:[/B] 1 standard action [B]Range:[/B] 20’ burst [B]Target/Effect:[/B] all undead within 20 feet [B]Duration:[/B] 10 rounds (D); see text [B]Save Throw:[/B] Fort negates [B]Spell Resistance:[/B] Yes This spell creates a brilliant burst of sacred energy, centered on the caster and expanding 20 feet in all directions. All undead creatures within the area of effect must make a Fortitude save or be [I]turned[/I]. Turned undead flee from you by the best and fastest means available to them. They flee for 10 rounds (1 minute). If they cannot flee, they cower in place (giving any attack rolls against them a +2 bonus). If you approach within 10 feet of them, however, they overcome being turned and act normally. (You can stand within 10 feet without breaking the turning effect—you just can’t approach them.) You can attack them with ranged attacks (from at least 10 feet away), and others can attack them in any fashion, without breaking the turning effect. Undead creatures that have Hit Dice equal to one-half your caster level or less (rounded down) are automatically destroyed on a failed save throw. For example, a 5th level cleric casting this spell would automatically destroy any undead of 2 HD or less. Focus: a holy symbol[/SBLOCK] [/QUOTE]
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