Undead Turning Table -------------------- Type Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lvl10 Lvl11+ ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----- ----- Skeleton 7 5 T T D D D D D D D Zombie 9 7 5 T T D D D D D D Ghoul 11 9 7 5 T T D D D D D Wight N 11 9 7 5 T T D D D D Phantom N N 11 9 7 5 T T D D D Mummy N N N 11 9 7 5 T T D D Wraith N N N N 11 9 7 5 T T D Vampire N N N N N 11 9 7 5 T T (OD&D table goes up to lvl 8, B/X table goes up to lvl 11+) Numbers are the score to match or exceed in order to turn away, rolled with 2D6. T = Monster TURNED away, up to 2D6 in number. D = DISPELLED/DISOLVED, up to 2D6 in number. N = No Effect * If the number is rolled to turn undead, the undead will stay at least 10 feet away from the cleric. If the result on the table is T, the undead will leave the area and not return for 1 full day(although they may be encountered else- where in the dungeon in the interim time. If the result on the table is D, the undead will be dispelled (if they were summoned) or dissolve/disintegrate if indigenous to the area. * A Cleric's PER bonus adds to the number of undead turned (+1, +2, or +3). * If the Cleric is successful on their first attempt to turn undead, and any more remain, they may try again. Once an attempt at turning fails, no further attempts may be made in that encounter (the exception to this being a new group of undead arriving on the scene). * If the Cleric attacks the undead which were turned, the Turning is broken/dispelled. * Evil Clerics may use this power to CONTROL UNDEAD. Intelligent undead will get a Saving Throw when the power is first used against them, and then every 24 hours after. All other undead will be controlled for 24 hours if the roll is made, 1 week if a T result, and indefinitely if a D is the result.