Clerical turning – the ability for clerics to channel the power of their deity and force the undead to cower before it (or, for evil clerics, to be controlled by it) – is one of the defining powers for priestly characters in Dungeons & Dragons, druids notwithstanding. While the power manifests differently in different editions, in most it’s a built-in class feature for clerics (and classes with similar themes, such as paladins).
While clerical turning had already become standard by the time AD&D Second Edition had rolled around, the diversity found in the massive breadth of 2E products that were released over that edition’s lifespan meant that clerical turning would see some new options also…even if these were relatively few and far between.
Perhaps the best-known modification to clerical turning is the revised turning rules that came into use if you found yourself trapped within Ravenloft. In the Demiplane of Dread, clerical turning was far less efficacious…though it was arguably strange that for evil clerics, using their turning power to control the undead was similarly blunted.
Far less known is the ability to turn lycanthropes, a power commanded solely by priests of the Knorr barbarians (from Jakandor, Island of War) who take the shapeshifter kit. While this functions best against afflicted lycanthropes, it also gives the shapeshifter power over natural lycanthropes as well. (And if you’re a DM who read that and immediately thought “but I bet it doesn’t work against wolfweres” then kudos to you for your deviousness.)
But just as (if not more) obscure – and the real subject of this article – is the change that was made to clerical turning in the Guide to Hell, right at the end of AD&D Second Edition.
Released in December of 1999, when AD&D 2E had less than a year of life left, the Guide to Hell allowed classes with the the ability to turn undead to also use that ability on fiends (while the book was about devils specifically, it notes that this allows turning to be used on “devils, demons, yugoloths, and so forth”). This required no kit or other alteration to do; it was explicitly allowed to all clerics, paladins, and by extension any other class that could turn undead. It even provided its own table with which to chart the results. (And, of course, it noted that evil clerics and their ilk could also control fiends in this manner.)
Needless to say, this is a notable boost in power for clerics, since fiends tend to be one of the major categories of monsters for characters as they get into the higher levels. While this notes that fiends can’t be turned on their home plane, it’s still a not-inconsiderable buff to give priests the ability to turn them.
Except, as it turns out, that boost was there all along. Sort of.
You see, the Guide to Hell explicitly notes that the ability to turn fiends, along with the undead, is actually explicitly stated in the PHB…for paladins. In the class description, it notes:
A paladin gains the power to turn undead, devils, and demons when he reaches 3rd level. He affects these monsters the same as does a cleric two levels lower–e.g., at 3rd level he has the turning power of a 1st-level cleric. See the section on priests for more details on this ability.
And that was it. Insofar as I can tell, nowhere else in the PHB does it mention using clerical turning to affect creatures besides the undead (notwithstanding an ambiguous notation on the Turning Undead table which says that turning “special” creatures include “certain Greater and Lesser Powers” – “Powers” meaning “deities,” of all things!). It appears that the designers, along with everyone else in the wider gaming community, simply forgot that paladins were explicitly granted the ability to turn “devils and demons” as well, along with the implication that this power extended to clerics too.
So really, the Guide to Hell was simply giving clerics back an ability that had been there, forgotten, since Second Edition had debuted.
(Of course, what it doesn’t mention is the possibility of the inverse of turning fiends also holding true: namely, that evil clerics can turn celestials while good clerics can rebuke them. That would also make for an interesting dynamic, particularly if you were playing celestial PCs via Warriors of Heaven, which had just come out three months previous.)
Tags: D&D Did You Know's