Well, I saw the 4e rules for turn undead, and it's pretty close to what I wanted to do. It pushes undead away, which is close enough to a sanctuary effect. But I've cleaned up my wording, and here's what I've done.
Comments?
TURN OR REBUKE UNDEAD
Good clerics and paladins and some neutral clerics can channel positive energy, which can halt, drive off (rout), or destroy undead.
Evil clerics and some neutral clerics can channel negative energy, which can halt, awe (rebuke), control (command), or bolster undead.
Regardless of the effect, the general term for the activity is “turning.” When attempting to exercise their divine control over these creatures, characters make turning checks.
Turning Checks
Turning undead is a supernatural ability that a character can perform as a standard action. It does not provoke attacks of opportunity. You must present your holy symbol to turn undead. Turning is considered an attack.
Times per Day: You may attempt to turn undead a number of times per day equal to 3 + your Charisma modifier. You can increase this number by taking the Extra Turning feat (page 94).
Range: Your turning attempt can affect all undead up to 60 feet away. You can’t turn undead that are more than 60 feet away or that have total cover relative to you. You don’t need line of sight to a target, but you do need line of effect (see page 176).
Turning Check: To turn undead, you must make a turning check, which is 1d20 + your Charisma modifier + 1/2 your cleric level. The result of this roll is the DC that all undead must roll against (see below for Turning Results).
Turning Result: All undead within range are automatically under the effect similar to a sanctuary spell – all undead attempting to harm the cleric or an ally within 5 feet must make a Will save equal to the DC set by the Turning Check (see above) or they cannot strike or directly attack the cleric or anyone within 5 feet of him, nor may they approach within 10 feet of the cleric while he presents his holy symbol. If the save is failed, the undead may not attack and that part of his action is lost. This does not prevent the undead from harming the cleric indirectly (such as by area effect spells, or summoned creatures). This effect lasts for 1 minute after the turning attempt.
As well, all undead that remain within 60 feet are considered shaken (-2 penalty on attack rolls, saving throws, skill checks, and ability checks), and there is no save to prevent this positive energy effect.
The sanctuary effect is broken if the cleric at any point attacks the affected undead. As well, any ally that attacks the affected undead is no longer protected by the sanctuary effect.
Harming Undead: At any point after making a turning check and creating an aura of protection around himself, the cleric may chose to take a standard action to release their active turning effect as positive energy damage, with all undead within 60 feet taking 1d6 points of damage per level of cleric. All undead within range may make a Will save vs. the DC set by the turning attempt to take half damage.
Using this effect ends the ongoing turning attempt (including the sanctuary and shaken effects).
How Turning Works
Jozan, the cleric, and his friends confront seven human zombies led by a wight. Calling on the power of Pelor, Jozan raises his sun disk and attempts to drive the undead away.
First, he makes a turning check (1d20 + Cha modifier) to see what the most powerful undead creature is that he can turn in this action. His result is 9, all undead must make a Will save vs DC 9 to avoid the sanctuary effect on Jozan and all allies that are within 5 feet.
Next turn, he decides to turn his turning effect into a positive energy burst, and rolls 1d6 per level of cleric. All undead within 60 feet must make a Will save against DC 9 to take only half damage.
On Jozan’s next turn, he attempts to turn undead again. This time, his turning check result is 21—a very powerful roll. He decides to use this as an ongoing sanctuary spell, as few undead will make this save.
Evil Clerics and Undead
Evil clerics channel negative energy to rebuke (awe) or command (control) undead rather than channeling positive energy to turn or destroy them. An evil cleric makes the equivalent of a turning check, called a rebuking check. Undead that would be turned are rebuked instead, and those that would be destroyed are commanded.
Rebuked: Instead of an ongoing sanctuary effect, all undead within range must make a Will save against the turning effect DC each round for 1 minute (10 rounds) or be rebuked, which causes them to cower. Cowering undead are frozen in fear and unable to take actions. Cowering undead take a -2 penalty to AC and lose their Dexterity bonus (if any).
Commanded: If the evil cleric’s turn DC is greater than 20 + the undead’s Will save modifier, they are placed under the mental control of the evil cleric rather than being rebuked. The cleric must make a standard action to give mental orders to a commanded undead. At any one time, the cleric may command any number of undead whose total Hit Dice do not exceed his level. He may voluntarily relinquish command on any commanded undead creature or creatures in order to command new ones.
Dispelling Turning: An evil cleric may channel negative energy to dispel a good cleric’s turning effect. If the evil cleric’s rebuking check DC exceeds the good cleric’s turning check, it dispels the turn effect. If a good cleric wishes to make another turning attempt, they may do so.
Bolstering Undead: Instead of a positive energy burst, an evil cleric can cause a negative energy burst of 1d6 per cleric level to heal all undead within range. As well, all undead within range that are bolstered gain a +2 to all Will saves to avoid turning attempts for 1 minute.
An evil undead cleric can bolster himself in this manner.
Neutral Clerics and Undead
A cleric of neutral alignment can either turn undead but not rebuke them, or rebuke undead but not turn them. See Turn or Rebuke Undead, page 33, for more information.
Even if a cleric is neutral, channeling positive energy is a good act and channeling negative energy is evil.
Paladins and Undead
Beginning at 4th level, paladins can turn undead as if they were clerics of three levels lower than they actually are.
Turning Other Creatures
Some clerics have the ability to turn creatures other than undead. For example, a cleric with the Fire domain can turn or destroy water creatures (as if he were a good cleric turning undead) and rebuke or command fire creatures (as if he were an evil cleric rebuking undead). The turning check result is determined as normal.
Other Uses for Positive or Negative Energy
Positive or negative energy may have uses other than affecting undead. For example, a holy site might be guarded by a magic door that opens for any good cleric who can make a turning check equal to DC 13 turn check and that shatters for an evil cleric who can make a similar check.