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'''Turn undead''' is a [[class]] ability for a [[Cleric]] or a [[Paladin]]. | '''Turn undead''' is a [[class]] ability for a [[Cleric]] or a [[Paladin]]. | ||
[[Cleric]]s, [[ | [[Cleric]]s, [[Morninglord of Lathander]]s, [[Paladin]]s, [[Warpriest]]s, and [[Blackguard]]s can channel positive energy, which can halt undead. The [[alignment]] of the character doesn't affect what happens. | ||
===Turning checks=== | ===Turning checks=== | ||
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'''Range''': You turn undead in your line of sight up to 60 feet (20m) away. | '''Range''': You turn undead in your line of sight up to 60 feet (20m) away. | ||
'''Targets affected''': Undead are always affected; [[outsiders]] are also affected if you have the [[Planar Turning]] epic feat or the cleric domain of [[Evil (domain)|Evil]]. | '''Targets affected''': Undead are always affected; [[outsiders]] are also affected if you have the [[Planar Turning]] epic feat or the cleric domain of [[Evil (domain)|Evil]] or [[Good]]. | ||
==== Turning Check ==== | ==== Turning Check ==== | ||
The first thing you do is roll a turning check to see how powerful an undead creature you can turn. This is a Charisma check (1d20 + your Charisma modifier). You gain a + | The first thing you do is roll a turning check to see how powerful an undead creature you can turn. This is a Charisma check (1d20 + your Charisma modifier). You gain a +1d4 bonus if you took the [[Sun_(domain) |sun domain]]. 5 or more ranks in [[Lore: Religion]] grants a +2 bonus to the check. On a given turning attempt, you can turn no undead creature whose Hit Dice exceeds the result on this table: | ||
:{| border="1" style="text-align:center" cellpadding=4 | :{| border="1" style="text-align:center" cellpadding=4 class=wikitable | ||
|+Turning Check Table | |+Turning Check Table | ||
! Turning Check Result !! Maximum Hit Dice Affected | ! Turning Check Result !! Maximum Hit Dice Affected | ||
Latest revision as of 19:05, 26 January 2026
Turn undead is a class ability for a Cleric or a Paladin.
Clerics, Morninglord of Lathanders, Paladins, Warpriests, and Blackguards can channel positive energy, which can halt undead. The alignment of the character doesn't affect what happens.
Turning checks
Turning undead is a full action in NWN2. It does not provoke attacks of opportunity.
Times per Day: You may attempt to turn undead a number of times per day equal to 3 + your Charisma modifier (regardless of what mixed classes you possess). This number is increased by taking the Extra Turning, Extra Turning II, and Extra Turning III feats.
Range: You turn undead in your line of sight up to 60 feet (20m) away.
Targets affected: Undead are always affected; outsiders are also affected if you have the Planar Turning epic feat or the cleric domain of Evil or Good.
Turning Check
The first thing you do is roll a turning check to see how powerful an undead creature you can turn. This is a Charisma check (1d20 + your Charisma modifier). You gain a +1d4 bonus if you took the sun domain. 5 or more ranks in Lore: Religion grants a +2 bonus to the check. On a given turning attempt, you can turn no undead creature whose Hit Dice exceeds the result on this table:
Turning Check Table Turning Check Result Maximum Hit Dice Affected 0 or lower Cleric’s level – 4 1 – 3 Cleric’s level – 3 4 – 6 Cleric’s level – 2 7 – 9 Cleric’s level – 1 10 – 12 Cleric’s level 13 – 15 Cleric’s level + 1 16 – 18 Cleric’s level + 2 19 – 21 Cleric’s level + 3 22 or higher Cleric’s level + 4
Turning Damage
You roll 2d6 + your cleric level + your Charisma modifier for turning damage. That’s how many total Hit Dice of undead you can turn. Sun domain clerics gain an additional +d6 bonus to this total. Multiply the final result by 1.5 for Empower Turning.
Effect and Duration of Turning
The turned creature acts as if rebuked and stands still, taking a -2 penalty to AC, and have their dexterity bonus lost (if above 10, the score is set to 10 if they can be affected by ability damage). This effect lasts for 10 rounds.
If you have twice as many cleric levels (or more) as the creature has Hit Dice, you destroy (supernaturally kill) the creature instead.
Other classes and turn undead
Blackguards can turn undead beginning at level 3 as if they were a cleric 2 levels lower than their blackguard level.
Paladins can turn undead beginning at level 4 as if they were a cleric 3 levels lower than their paladin level.
Doomguides requires the extra turning feat to choose the class, but give many turn undead feats free. They add their entire level to the cleric level.
The Improved Turning feat (granted free at level 2 to doomguides) adds 1 to the level check.
If you are multiclassed between any of the turning classes, you add the bonuses from each class (minimum 0).
- A level 10 cleric / 10 paladin would have a turning level of 17.
- A level 10 cleric / 10 blackguard would have a turning level of 18.
- A level 10 cleric / 10 doomguide would have a turning level of 21.
- A level 10 cleric / 5 paladin / 5 doomguide would have a turning level of 18.
- A level 10 cleric / 5 blackguard / 5 paladin (somehow!) would have a turning level of 12, taking the paladin's +2 bonus (blackguard and paladin levels do not stack, paladin's level-3 is used unless the character has MORE blackguard levels than paladin levels).
- A level 10 cleric / 5 blackguard / 4 paladin (somehow!) would have a turning level of 13, taking the blackguard's +3 bonus (in this case, the character has more blackguard levels than paladin levels, so for purposes of turning, the blackguard level-2 is used, while the paladin levels are ignored).
Notes
- If the turning attempt fails (e.g., if the target has too many HD) while the caster is invisible/ethereal, the invisibility will not be dispelled. Whether this is intentional or a bug, it still signifies a reduction in game difficulty. If this is intentional, then at least on hardcore difficulty the casting event should be signalled to the targets in the vicinity whether the caster manages to affect them or not. Otherwise you can simply try turning for hours until you get a lucky roll.
- The effects applied by this ability are not supposed to be dispellable, as it is an extraordinary ability. However, no effects are marked as extraordinary, so all of them are subject to dispel. This applies to AC decrease, the Turned effect, DEX decrease (outsiders only, planar turning) as well as the VFX applied by this spell. Since all effects except DEX decrease are linked, dispelling any one of them will dispel them all. This is extremely problematic, as Mordekainen's Disjunction must be cast on outsiders to decrease their spell resistance and to dispel the Magic Circle against Good/Evil (horned devils) to cancel their immunity to Mind Fog.
- Turn Undead will mostly ignore associates of other party members, so for example, if Safiya summons a wraith and Dove uses Turn Undead, the wraith will not be affected. This is incredibly problematic, as it simplifies the game overall, running counter to hardcore difficulty rules, this problem affects pretty much every offensive spell/ability in the game. Some campaigns like MoB disable hurting of friendly associates altogether. However, even if not disabled, there is another problem - the game checks if the associate's master is a player controlled character. Since most players will be controlling the character that is casting the spell/using an ability at the time when the spell is cast/ability is used, this means any associates of other party members are ignored completely (so in the example above, the player is most likely to control Dove at the moment when Turn Undead is "cast", which means the check for Safiya being a player controlled character will return FALSE, so the Turn Undead script will simply ignore her summoned undead associate). This behaviour is set in module load scripts (depends on module/campaign) and in NW_I0_SPELLS spells include (check CAMPAIGN_SWITCH_USE_PERSONAL_REPUTATION).