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Turn undead Turn Undead
rdfs:comment
Specifics: With this feat, the character can force undead to flee in terror. This ability may be activated three times per day, plus the character's charisma modifier. The character's level and charisma are used to determine how many undead are turned. Use: selected. If the character has twice as many levels as the undead have hit dice, the undead are instantly destroyed. Turn Undead is a Cleric spell. It requires Magery/Cleric Level 7, or above. Casting this spell will damage all undead (Skeletons, Zombies, or Bone Mages) on the screen. The spell is most effective on Skeletons. A cleric with Magery/Cleric Level 10 can double click on the spell and, if they have a Wizard Hat on, can kill skeletons in those two spells. If you have Magery/Cleric Level 11 or above, the Wizard Hat is not needed. You have a number of uses per day equal to your Charisma Bonus + 3, this can be increased by taking the Extra Turning feat. The #turn (turn undead) extended command allows Knights, Priests, and Undead Slayers to frighten, and possibly even destroy or pacify, nearby undead creatures by calling upon the power of their deity. Only those three roles can use this ability. Members of other roles using the command will attempt to cast the turn undead spell if they know it, or else be told, "You don't know how to turn undead!". #Turn undead is, in fact, a special sort of prayer to your god, not a spell, although it doesn't affect your prayer timeout. Turn Undead can only be used on Undead property monsters. It can be used on Boss monsters, but it will only deal damage through the "fail" calculation. Has a chance to deal holy damage equal to the current HP of the target. [[Category:Encounter ]] [[Category:]] Turn undead is a channel divinity prayer cast by nearly all clerics. When a cleric casts turn undead he or she pushes any undead within a nearby area of five feet in radius back at least fifteen feet, perhaps further depending on the cleric's strength of personality. Undead caught in the blast are momentarily paralyzed or, at the very least, seared by the severe light of the prayer. Turn undead is a class ability for a Cleric or a Paladin. Clerics, doomguides, some paladins and blackguards can channel positive energy, which can halt undead. The alignment of the character doesn't affect what happens. Paladins are unique in the ability to fear undead targets. Undead mobs are immune to Warlocks' and Priests' fear spells (Fear and Psychic Scream, respectively), so this can be used as a nice crowd control in some situations. Notable instances where undead are prevalent include Razorfen Downs, Stratholme, Scholomance, Naxxramas and Karazhan. By Level 54, a Paladin can potentially keep an Undead mob mostly controlled by using Hammer of Justice in coordination with Turn Undead. Turn undead is a divine power that when invoked around groups of undead monsters, may cause them to flee in panic. Unlike a number of other RPGs like Dungeons & Dragons, "turn undead" in ADOM is not the same as destroying undead; this can be done instead by a spell, or by some of Priests' class powers. PCs occasionally are allowed to turn undead when using a holy symbol near undead creatures; doing so seems to consume some piety. Paladins, Priests and necromancers gain the power to turn undead — without using piety — as one of their class powers. Clerics and Paladins have the ability to turn undead creatures. When this mode is activated and the undead creatures are in range of the character, there is a possibility the undead, if they are of equal or lower Hit Die (monster level) than the Turn Undead level, will stop attacking their targets and run away from the character until the effect is worn off. While the mode is active, the character using it can't perform any actions aside from moving. A standard spell which causes The Undead to panic or be destroyed, depending on the work. The idea may have come from one of two possible sources, both connected with vampirism. One is the movie trope of a religious person repelling a vampire by using a cross. The other is an old superstition actually practiced in the medieval on bodies suspected of being vampires. Apparently, one of the ways to stop such a corpse from rising was to literally turn it, burying it face-down to make it "bite the dust and not people". Examples of Turn Undead include:
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Wisdom vs. Will
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259200.0 172800.0 86400.0
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cleric 1, paladin 3, blackguard 3
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Automatic for Healer Class
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3.0 n/a 30.0
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Magic Spell
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20 close burst 2
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A character can use only one channel divinity power per encounter.
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cleric attack
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turn undead Turn Undead
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n131: Offensive Defensive, Utility Encounter class
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With this feat, the character can force undead to flee in terror. This ability may be activated three times per day, plus the character's charisma modifier. The character's level and charisma are used to determine how many undead are turned.
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selected. If the character has twice as many levels as the undead have hit dice, the undead are instantly destroyed. Manual
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ife_turn.gif
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The targeted undead enemy will be compelled to flee for up to X sec. Damage caused may interrupt the effect. Only one target can be turned at a time.
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Mana
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Holy
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Each undead creature within this power's burst
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Lex Divina Lv. 3, Resurrection Lv. 1
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"Half damage."
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Level 7 Magery/Cleric
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* clar bur rel *
n26:abstract
Paladins are unique in the ability to fear undead targets. Undead mobs are immune to Warlocks' and Priests' fear spells (Fear and Psychic Scream, respectively), so this can be used as a nice crowd control in some situations. Notable instances where undead are prevalent include Razorfen Downs, Stratholme, Scholomance, Naxxramas and Karazhan. By Level 54, a Paladin can potentially keep an Undead mob mostly controlled by using Hammer of Justice in coordination with Turn Undead. Turn Undead is a Cleric spell. It requires Magery/Cleric Level 7, or above. Casting this spell will damage all undead (Skeletons, Zombies, or Bone Mages) on the screen. The spell is most effective on Skeletons. A cleric with Magery/Cleric Level 10 can double click on the spell and, if they have a Wizard Hat on, can kill skeletons in those two spells. If you have Magery/Cleric Level 11 or above, the Wizard Hat is not needed. The higher your magery, the more effective the spell. Some clerics can camp in the Cemetery and just cast and kill, as long as they like. The other people in the cem are at the high level cleric's mercy, as two field spells can make it so the other classes there cannot get experience. Turn Undead can only be used on Undead property monsters. It can be used on Boss monsters, but it will only deal damage through the "fail" calculation. Has a chance to deal holy damage equal to the current HP of the target. [[Category:Encounter ]] [[Category:]] Turn undead is a channel divinity prayer cast by nearly all clerics. When a cleric casts turn undead he or she pushes any undead within a nearby area of five feet in radius back at least fifteen feet, perhaps further depending on the cleric's strength of personality. Undead caught in the blast are momentarily paralyzed or, at the very least, seared by the severe light of the prayer. Specifics: With this feat, the character can force undead to flee in terror. This ability may be activated three times per day, plus the character's charisma modifier. The character's level and charisma are used to determine how many undead are turned. Use: selected. If the character has twice as many levels as the undead have hit dice, the undead are instantly destroyed. You have a number of uses per day equal to your Charisma Bonus + 3, this can be increased by taking the Extra Turning feat. Turn undead is a class ability for a Cleric or a Paladin. Clerics, doomguides, some paladins and blackguards can channel positive energy, which can halt undead. The alignment of the character doesn't affect what happens. A standard spell which causes The Undead to panic or be destroyed, depending on the work. The idea may have come from one of two possible sources, both connected with vampirism. One is the movie trope of a religious person repelling a vampire by using a cross. The other is an old superstition actually practiced in the medieval on bodies suspected of being vampires. Apparently, one of the ways to stop such a corpse from rising was to literally turn it, burying it face-down to make it "bite the dust and not people". Subtrope of Holy Hand Grenade. Closely related to Revive Kills Zombie. Can be a side effect of the Care Bear Stare. Contrast Cross-Melting Aura. If a character is turning into an undead creature rather than turning them away, see And Then John Was a Zombie. Examples of Turn Undead include: Clerics and Paladins have the ability to turn undead creatures. When this mode is activated and the undead creatures are in range of the character, there is a possibility the undead, if they are of equal or lower Hit Die (monster level) than the Turn Undead level, will stop attacking their targets and run away from the character until the effect is worn off. If the Turn Undead level of a good or neutral aligned character is sufficiently higher than the HD of the undead (about 7 levels or greater), this mode will instead destroy it instantly while evil characters will bring it under their control. While the mode is active, the character using it can't perform any actions aside from moving. Turn undead is a divine power that when invoked around groups of undead monsters, may cause them to flee in panic. Unlike a number of other RPGs like Dungeons & Dragons, "turn undead" in ADOM is not the same as destroying undead; this can be done instead by a spell, or by some of Priests' class powers. PCs occasionally are allowed to turn undead when using a holy symbol near undead creatures; doing so seems to consume some piety. Paladins, Priests and necromancers gain the power to turn undead — without using piety — as one of their class powers. The #turn (turn undead) extended command allows Knights, Priests, and Undead Slayers to frighten, and possibly even destroy or pacify, nearby undead creatures by calling upon the power of their deity. Only those three roles can use this ability. Members of other roles using the command will attempt to cast the turn undead spell if they know it, or else be told, "You don't know how to turn undead!". #Turn undead is, in fact, a special sort of prayer to your god, not a spell, although it doesn't affect your prayer timeout. The name comes from Dungeons and Dragons, where it is a specific supernatural ability for causing undead beings to turn and flee. There are some unfortunate linguistic ambiguities associated with it in NetHack; for instance, the #turn command has the description "Turn undead", which might make a beginning player assume that it causes their character to become an undead creature!
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