I have always thought that the ability to turn undead was one of a cleric's most powerful skills, given the number of skeletons and zombies that seem to crawl about in the average D&D game. Yet I often find players have a good deal of confusion about how turning works, especially against a mixed group of undead or large numbers of the things. I've written up some turning rules with a long example that cover most of the oddities I tend to find in my games, and while it's nothing new or groundbreaking I believe this codification will benefit the players of clerics in my Apollyon game.
|Can your Cleric Turn this - possibly|
Divine Magic is different from arcane magic in that it depends on the channeling of external power and grace from powerful otherworldly entities rather than the caster’s own will and knowledge to manipulate or overturn the static nature of the universe. Mechanically there are two systems of Clerical Magic aboard the HMS Apollyon: Monistic practices, which behave mechanically much like arcane magic, with a wide variety of spells that may be cast a limited number of times, and Ecstatic practice which provides a smaller list of spells, which do not always work and may fail catastrophically, but which may be cast almost at will.
Despite mechanical differences they employ, all divine traditions grant the power to hold at bay or even control certain varieties of unnatural entities. While both the Temple of Lyriss and the Church of the Queen are opposed to the undead, demonic, or diabolic in the case of the Temple, the Ship Spirits oppose corruption and demonic influence and the Cult of Leviathan may command the loyalty of sea creatures or drive off Devils.