MATRIX FOR CLERICS AFFECTING UNDEAD
Type of Undead
Level of Cleric Attenpting to Turn
| | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9-13 | 14+ |
|
Skeleton
Zombie Ghoul |
10 13 16 |
7 10 13 |
4 7 10 |
T T 4 |
T T T |
D D T |
D D D |
D* D D |
D* D* D |
D* D* D* |
|
Shadow
Wight Ghast |
19 20 -- |
16 19 20 |
13 16 19 |
7 10 13 |
4 7 10 |
T 4 7 |
T T 4 |
D T T |
D D T |
D* D D |
|
Wraith
Mummy a. Spectre b. |
-- -- -- |
-- -- -- |
20 -- -- |
16 20 -- |
13 16 20 |
10 13 16 |
7 10 13 |
4 7 10 |
T 4 7 |
D T T |
|
Vampire c.
Ghost d. Lich e. |
-- -- -- |
-- -- -- |
-- -- -- |
-- -- -- |
-- -- -- |
20 -- -- |
16 20 -- |
13 16 19 |
10 13 16 |
4 7 10 |
|
Special **f.
|
-- |
-- |
-- |
-- |
-- |
-- |
-- |
20 |
19 |
13 |
*Number affected is7-12 rather than 1-12.
** Evil creatures from lower planes such as minor demons, lesser devils, mezzodaemons, night hags, from 1-2 in number. (As a rule of thumb, any creature with armor class of -5 or better, 11 or more hit dice, or 66% or greater magic resistance will be unaffected.)
a. A paladin of 1st or 2nd level can be turned by an evil cleric.
b. A paladin of 3rd or 4th level can be turned by an evil cleric.
c. A paladin of 5th or 6th level can be turned by an evil cleric.
d. A paladin of 7th ar 8th level can be turned by an evil cleric.
e. A paladin of 9th or 10th level can be turned by an evil cleric.
f. A paladin of 11 th or higher level can be turned by an evil cleric.
Procedure: A d20 is rolled, and if the number shown is matched or exceeded by the die roll the undead are turned. From 1-12 (or 7-12 or 1-2) undead (or evil creatures from lower planes) are affected:
1. Evil clerics cause the creatures to take neutral or friendly attitude according to a reaction dice score. Neutral undead will ignore the cleric and his or her party; friendly ones will follow the cleric and loin the adventure.
2. Good clerics cause the creature to move directly away from his or her person, and stay as far away as possible for not less than 3 nor more than 12 rounds, moving at full speed for the duration if at all possible. The turned undead will be able to come back again, but they are subject to further turning by the cleric.
Failure to scare the number shown, or greater, means the turning was unsuccessful. No further attempt by the cleric can be made with respect to the particular undead, and they may proceed to attack or otherwise operate unconstrained.
T: This symbol indicates automatic turning - whether to influence by an evil cleric or actual driving away by a good cleric.
D: This symbol indicates the cleric has automatically brought the undead into friendly status (evil cleric) or destroyed or damned them (good cleric).
-- No effect upon the undead is possible where a dash is shown.
SAVING THROW MATRIX FOR MAGICAL AND NON-MAGICAL ITEMS
Attack Form & Number
| Click to edit table header | | | | | | | | | | | |
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|
a c i d |
cr b l o w |
nor b l o w |
d i s |
f a l l |
f i r e b |
mag f i r e |
nor f i r e |
f r o s t |
l t n g |
e l e c |
|
Item Description
|
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
|
Bone or Ivory
Ceramic Cloth |
11 4 12 |
16 18 6 |
10 12 3 |
20 19 20 |
6 11 2 |
17 5 20 |
9 3 16 |
3 2 13 |
2 4 1 |
8 2 18 |
1 1 1 |
|
Crystal or Vial
Glass Leather or Book |
6 5 10 |
19 20 4 |
14 15 2 |
20 20 20 |
13 14 1 |
10 11 13 |
6 7 6 |
3 4 4 |
7 6 3 |
15 17 13 |
5 1 1 |
|
Liquid*
Metal, hard Meal, sorft or Jewelry** |
15 7 13 |
0 6 14 |
0 2 9 |
20 17 19 |
0 2 4 |
15 6 18 |
14 2 13 |
13 1 5 |
12 1~ 1 |
18 11 16 |
15 1 1 |
|
Mirror***
Parchment or Paper Stone, small or Gem |
12 16 3 |
20 11 17 |
15 6 7 |
20 20 18 |
13 0 4 |
14 25 7 |
9 21 3 |
5 18 2 |
6 2 1 |
18 20 14 |
1 1 2 |
|
Wood or Rope, thin
Wood or Rope, thick |
9 8 |
13 10 |
6 3 |
20 19 |
2 1 |
15 11 |
11 7 |
9 5 |
1 1 |
10 12 |
1 1 |
ACID: This assumes a considerable volume of strong acid (black drogon or giant slug spittle) or immersion for a period which would affect the item.
BLOW, CRUSHING: This assumes that the item is struck by a weighty falling object or a blow from an ogre's or giant's weapon, for example. Another example would be a (ceramic) flask of oil or a (crystal or glass) vial of holy water hurled against a hard surface ar dropped from a height. A piece of cloth can be ripped or tarn by a crushing blow.
BLOW, NORMAL: This assumes an attack by a normal-strength opponent or only fairly heavy obiect which strikes the obiect. This also applies to a (ceramic) flask of oil or a (crystal or glass) vial of holy water hurled against a tough, but slightly yielding, surface.
DISINTEGRATION: This is the magical effect.
FALL: This assumes the item falls about 5' and comes into contact with a hard (stone-like) surface. A softer surface (wood-like) gives a + 1 on the saving throw, and a fleshy-soft surface gives +5. For each 5' over the first 5' the item falls, subtract -1 from the die roll to save.
* Potions, magical oils, poisons, acids while container remains intact.
** Includes pearls of any sort.
*** Silvered glass. Treat silver mirror as "Metal, soft," steel as "Metal, hard."
~ If exposed to extreme cold then struck against a very hard surface with force, saving throw is -10 on die!
Magical Items: Magical items gain +2 on all rolls plus +1 for each plus they have above + 1, i.e. + 1 = +2 on saving throw, +2 = +3 on saving throw. Furthermore, the magic item gains +5 on saving throws against attack forms in its own mode, i.e. blow vs. shield, fireball vs. ring of fire resistance or fireball wand.
Non-Magical Items: Those items which do not exactly conform to item descriptions above can be interpolated. It is assumed that the item in question is actually exposed to the form of attack, i.e. the blow falls on the item, the fall is such as to not cushion the item, the fire actually contacts the item, etc. As with magical items, non-magical items gain +5 versus attacks in their awn mode.
FIREBALL: This is the magical fireball, meteor swarm, (red) drogon
breath, etc.
FIRE, MAGICAL: This is the magical wall of fire, fire storm, flame strike,
etc.
FIRE, NORMAL: This assumes a hot fire such as produced by a blazing
wood fire, flaming oil, and the like. The item in question would have
to be exposed to the fire for an amount of time sufficient to have an
effect, i.e. paper or parchment for but 1 melee round, cloth for 2,
bone or ivory for 3, etc.
FROST, MAGICAL: This is the magical frost or cold such as a white
dragon breathes or spells such as cone of cold or ice storm.
LIGHTNING BOLT: This is magical attack from lightning called from the
sky, blue dragon breath, etc.
ELECTRICAL DISCHARGE/CURRENT: The "shock" of an electric eel, magical
items, traps, etc
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