Norm: Any thoughts on how these two items should be adjudicated? TURNING UNDEAD Men & Magic: p.22 "Numbers [on the turning chart] are the score to match or exceed in order to turn away, rolled with two six-sided dice. T=Monster turned away, up to two dice in number. D=Dispelled/dissolved, up to two dice in number. N=No Effect." D&D Basic Rules (Moldvay, 1981): p. B9 "When a cleric encounters an undead monster, the cleric may attempt to "Turn" (scare) the monster instead of fighting it. If a cleric Turns an undead monster, the monster will not touch the cleric and will flee from the area if it can." p. B9 "When a cleric attempts to Turn one or more of the undead, consult the Clerics vs. Undead table. Cross-index the cleric's level with the type of undead encountered. The result will be "no effect", a number, or a T." p. B9 "'No Effect' means that the cleric cannot Turn that type of undead monster ( the cleric has not yet gained enough experience to do so)." p. B9 "A number means that the cleric has a chance at Turning some or all of the undead monsters. If the player rolls the given number (or greater) on 2d6, then some of the undead monsters are Turned. If the cleric rolls less than the given number, the attempt to Turn the undead monster fails (as in 'no effect')." p. B9 "A 'T' means that the cleric automatically Turns some or all of the undead monsters." p. B9 " If a cleric is successful at Turning some undead monsters , the player must roll 2d6 to find how many hit dice of undead monsters are Turned. A successful attempt at Turning undead will always affect at least one undead monster, no matter how few hit dice are affected." DM NOTE: In D&D basic, even the automatic successes must roll a 2d6 to see how many total hit die are affected. Planet Eris: p.8 "Clerics of Law and priests of Chaos possess the power to affect undead creatures and extra-planetary demon-type creatures. For lawful clerics, this power manifests as the ability to (T) "turn" or (D) "dispel" such creatures...When employed against demon-types of 9 HD or less, the creatures targeted will equate to 3 levels higher than their undead equivalent on the Cleric Affecting Undead Table, and only 1-3 such creatures will be affected. Against demons of 10 HD and greater, this power is of no effect." DM Ruling: Nothing is mentioned in the M&M quote or on page 7 of M&M about how many undead are turned on a non-automatic success, however it does state how many are turned on an automatic T success or D success: "two dice in number". If I was to use a strictly M&M interpretation, I would say that if you have to roll on the chart to see for success you only effect one creature, while a T and D allow you to turn up to 2d6 in number. Planet Eris House Rules do not specify which method to use, so I will combine the two. This should allow Clerics to always be able to turn something, but not to the extent that difficult encounters can be completely bypassed by a single roll. Below is the full ruling on how I think Turning Undead should work: Turning must be declared along with spells before initiative is roll. The Cleric turning must strongly present their holy symbol, making use of a verbal command such as "Begone!" and continue presenting the symbol. Turned undead will immediately regain their senses if the Cleric takes any other action aside from movement while Turning, unless the undead have fully fled from the party. Turned undead will also regain their senses if any of their group are attacked. If the Cleric must roll to see whether they turn undead, they will affect up to 2d6 total HD of creatures (minimum of 1 creature). If the result indicates an automatic T or D, they roll 2d6 to determine the number of creatures instead of how much HD is affected. If a turning attempt is failed, no further turning attempts are allowed by that Cleric for that combat. If undead somehow regain their senses from the turning, they cannot be turned again by anyone that combat. If a mixed group of undead is encountered and turning is used, it effects the weaker undead first, much like the sleep spell. PROTECTION FROM CHAOS Men & Magic: p.23 "Protection from Evil: This spell hedges the conjurer round with a magic circle to keep out attacks from enchanted monsters. It also serves as an "armor" from various evil attacks, adding a +1 to all saving throws and taking a -1 from hit dice [it means "to hit" dice] of evil opponents. (Note that this spell is not cumulative in effect with magic armor and rings, although it will continue to keep out enchanted monsters.) Duration: 6 turns." p.25 "Protection from Evil, 10' Radius: A Protection from Evil spell which extends to include a circle around the Magic-User and also lasts for 12 rather than 6 turns." D&D Basic Rules (Moldvay, 1981): p.B15 "Range: 0, Duration: 12 turns. Protection from Evil: This spell circles the cleric with a magic barrier. This barrier will move with the caster. The spell serves as some protection from "evil" attacks (attacks by monsters of some alignment other than the cleric's alignment) by adding 1 to the clerics' saving throws, and subtracting 1 from the "to hit" die roll of these opponents. The spell will also keep out hand-to-hand attacks from enchanted (summoned or created) monsters (such as living statues), but not missile fire attacks from these creatures. The cleric may break this protection by attacking the monster in hand-to-hand combat, but still gains the bonus "to hit" and saves." D&D Expert Rules (Cook/Marsh, 1981): p.X15 "Range:0, Duration: 12 turns. Protection from Evil 10' Radius: This spell circles the caster with a magical barrier that will protect all friendly creatures within 10' of the magic-user or elf [or cleric]. This barrier will move with the caster, and acts exactly as a protection from evil spell." Planet Eris: p.25 "Protection from Chaos: This spell is the same as the spell Protection from Evil...except that it is effective against attacks and opponents aligned with 'Chaos' rather than 'Evil.' The spell blocks all attack forms initiated by enchanted creatures, including melee, missile attacks, spell-like powers, and mind attacks. Beings that are conjured, created, gated, or summoned are considered enchanted for purposes of this spell. The spell may be cast in reverse, thus providing protection from 'Law.'" DM Ruling: Nothing is mentioned about whether the hedging out protection is broken when someone inside the radius makes an attack. No mention is made about which forms of attack will break the spell in the Planet Eris rules either, but it does specifically say what actions are blocked from "enchanted monsters". In keeping with the spirit of the intended use of this spell, I would have to say that direct interaction of the "enchanted monster" with anyone in the radius of the spell is blocked, and that anyone within the protection of this spell willingly directly interacting with the "enchanted monster" will break the spell. Direct interaction does not include normal conversation. Below is the full ruling on how I think Protection from Chaos should work, and can be inferred for how I would adjudicate other protection vs ____ spells: Protection from Chaos hedges the conjurer around with a magic circle to keep out attacks from "conjured, created, gated, or summoned creatures" regardless of their alignment. This barrier will move with the caster. It also serves as an "armor" from various chaotic attacks, adding a +1 to all saving throws and -1 from "to hit" dice of chaotic opponents. This spell is not cumulative in effect with magic armor and rings. The full protection granted from "conjured, created, gated, or summoned creatures" will keep out all forms of attack initiated by those creatures, including melee, missile attacks, spell-like powers, mind attacks, and any other form of direct interaction which seeks to affect the bodies, minds, or spirits of those under protection. Anyone under this protection who takes a similarly described action against the creature the spell is protecting against, will break the spell for everyone.