| Monster | CR | HD | Turn Resistance | Effective HD (EHD) | EHD - CR | Roll Needed | % Success | Average Turning Damage | Number Turned |
| allip | 3 | 4 | 2 | 6 | 3 | 19 | 10% | 10 | 2.50 |
| bodak | 8 | 9 | 0 | 9 | 1 | 13 | 40% | 15 | 1.67 |
| devourer | 11 | 12 | 0 | 12 | 1 | 13 | 40% | 18 | 1.50 |
| ghast | 3 | 4 | 2 | 6 | 3 | 19 | 10% | 10 | 2.50 |
| ghost* | 2 | 0 | 4 | 4 | 2 | 16 | 25% | 9 | -- |
| ghost (10 HD base creature) | 12 | 10 | 4 | 14 | 2 | 16 | 25% | 19 | 1.90 |
| ghoul | 1 | 2 | 2 | 4 | 3 | 19 | 10% | 8 | 4.00 |
| lich* | 2 | 0 | 4 | 4 | 2 | 16 | 25% | 9 | -- |
| lich (11 HD base creature) | 13 | 11 | 4 | 15 | 2 | 16 | 25% | 20 | 1.82 |
| mohrg | 8 | 14 | 0 | 14 | 6 | Unturnable | 0% | 15 | -- |
| mummy | 5 | 8 | 0 | 8 | 3 | 19 | 10% | 12 | 1.50 |
| nightshade, nightcrawler | 18 | 25 | 0 | 25 | 7 | Unturnable | 0% | 25 | -- |
| nightshade, nightwalker | 16 | 21 | 0 | 21 | 5 | Unturnable | 0% | 23 | -- |
| nightshade, nightwing | 14 | 17 | 0 | 17 | 3 | 19 | 10% | 21 | 1.24 |
| shadow | 3 | 3 | 2 | 5 | 2 | 16 | 25% | 10 | 3.33 |
| shadow, greater | 8 | 9 | 2 | 11 | 3 | 19 | 10% | 15 | 1.67 |
| skeleton, Medium (human) | 1/2 | 1 | 0 | 1 | 0.5 | 10 | 55% | 8 | 8.00 |
| skeleton, Medium (wolf) | 1 | 1 | 0 | 1 | 0 | 10 | 55% | 8 | 8.00 |
| skeleton, Large | 2 | 5 | 0 | 5 | 3 | 19 | 10% | 9 | 1.80 |
| spectre | 7 | 7 | 2 | 9 | 2 | 16 | 25% | 14 | 2.00 |
| vampire* | 2 | 0 | 4 | 4 | 2 | 16 | 25% | 9 | -- |
| vampire (5 HD base creature) | 7 | 5 | 4 | 9 | 2 | 16 | 25% | 14 | 2.80 |
| vampire (10 HD base creature) | 12 | 10 | 4 | 14 | 2 | 16 | 25% | 19 | 1.90 |
| vampire spawn | 4 | 4 | 2 | 6 | 2 | 16 | 25% | 11 | 2.75 |
| wight | 3 | 4 | 0 | 4 | 1 | 13 | 40% | 10 | 2.50 |
| wraith | 5 | 5 | 2 | 7 | 2 | 16 | 25% | 12 | 2.40 |
| wraith, dread** | 11 | 16 | 0 | 16 | 5 | Unturnable | 0% | 18 | -- |
| zombie, Medium (human) | 1/2 | 2 | 0 | 2 | 1.5 | 13 | 40% | 8 | 4.00 |
| zombie, Medium (troglodyte) | 1 | 2 | 0 | 2 | 1 | 13 | 40% | 8 | 4.00 |
| zombie, Large | 2 | 6 | 0 | 6 | 4 | Unturnable | 0% | 9 | -- |
* This is a template; the listed values are adjustments to the base creature's CR, HD, and Turn Resistance
** The dread wraith doesn't have turn resistance even though the normal wraith does. Even without it, it's unturnable.
Let's look at the weakest creatures first: human skeletons and
zombies. The staple for your typical undead-filled lair, human
skeletons and zombies are CR 1/2 creatures; let's assume an encounter
with two skeletons or two zombies (either result is an EL 1 encounter)
so our example can use a Clr1, let's call him Jozan1.
Jozan1 has a 55% chance to turn the skeletons; if he succeeds, with an average roll he turns eight
of them, completely eliminating the threat (let's assume that the other
party members can destroy any turned undead in the 10 rounds they
remain turned). If he fails, he can try again next round, and even the
round after that if he fails the second time (Jozan1 has three turn
attempts per day). You could put Jozan1 up against 8 skeletons (in
theory a EL 4 or 5 encounter) and it's the same result.
Jozan1 has a 40% chance to turn the human zombies, affecting four on average, but otherwise it's just like the skeleton encounter: almost guaranteed and not much of a threat.
Either example gets even more ridiculous if you're
talking about a Clr3 or higher dealing with human skeletons and
zombies; a Clr3 has an 85% chance to turn skeletons (affecting ten
on average, which is an EL 5-7 encounter) and a 70% chance to affect
zombies (affective five on average, which is an EL 3-4 encounter),
keeping well ahead of the CRAC curve.
Now let's take a step up to the larger skeletons and zombies.
A Large skeleton is CR 2 with 5 HD; our friend
Jozan2 is 3 levels behind the undead's HD and now has only a 10% chance
of turning it, and if he does turn it on average he's only going to
affect one.
A Large zombie is CR 2 with 6 HD; Jozan2 has zero
chance of turning it at all because there's no way for him to get a 22
on his (unmodified due to his Cha 10) d20 turning check. If he somehow
managed to (perhaps with a spell that gave him a +2 to checks) he's
still only affect one on average.
So with a one-size increase in the basic undead, they become almost unturnable.
Ghouls and ghasts?
Against a CR1 ghoul with HD 2 and +2 turn
resistance, Jozan1 has a 10% chance to affect it, but if he succeds he
turns four on average.
Against a CR3 ghast with HD 4 and +2 turn
resistance, Jozan3 likewise has a 10% chance to turn it, and turns 2.5
on average.
Low chance to turn, but if it works it does more than enough
turning damage to win the encounter, or even an encounter with two of
them (EL +2 relative to just one).
Let's take a look at the level- and ability- drainers, wights, wraiths, and spectres.
CR 3 shadow, 3 HD and +2 turn resistance ... Jozan3 has a 25% chance to turn and affects 3.3.
CR 3 wight, 4 HD ... Jozan3 has a 40% chance to turn and affects 2.5.
CR 5 wraith, 5 HD and +2 turn resistance ... Jozan5 has a 40% chance and affects 2.4.
CR 7 spectre, 7 HD and +2 turn resistance ... Jozan7 has a 25% chance and affects 2.
Average-to-low chance to turn, but if it works it
does more than enough turning damage to win the encounter, or even an
encounter with two of them (EL +2 relative to just one).
What about some of the big guns? Vampires, ghosts, and liches.
CR 12 vampire, 10 HD and +4 turn resistance ... Jozan12 has a 25% chance to turn and affects 1.9.
CR 12 ghost, 10 HD and +4 turn resistance ... Jozan has a 25% chance to turn and affects 1.9.
CR 13 lich, 11 HD and +4 turn resistance ... Jozan13 has a 25% chance to turn and affects 1.8.
Low chance to turn, but if it works it does more than enough
turning damage to win the encounter, or even an encounter with two of
them (EL +2 relative to just one).
(You also have the superbig undead like the nightshade and such, but
their HD are so much higher than their CR that they're unturnable.)
So what's the overall trend here?
At the very lowest levels, turning is great because you're only facing skeletons and zombies, they're a pretty easy roll, and you turn a lot of them when you succeed.
At the low- to mid-levels, turning is average
because you have a low chance to succeed but you still turn multiple
creatures. Basically it's a big risk with a high payoff ... one that
you can do 3 or more times per day.
At the mid-to-high levels, turning is average for the same reason as the previous range.
At the high levels, turning is average-to-poor, because while there are some creatures you can risk a turn check on, some of them are just unturnable.
So it's something that starts out indispensable and
goes downhill from there. I realize you can make parallels between
turning and 1st-level spells (likewise indispensable and, depending on
the spell, becomes much less useful as you gain levels), but remember
we're talking about a cleric with no bonuses whatsoever. Once you start
adding in bonuses, the numbers change greatly....
A cleric with Cha 14 increases his turning chance
by 10%, his turning damage by +2, and gets two more attempts per day.
A cleric with Cha 18 increases his turning chance by
20%, his turning damage by +4, and gets four more attempts per day.
That means against the vampire, ghost, and lich, the cleric has a 45%
chance to suceed (seven attempts per day to turn 1-2 big undead). Any
cleric who regularly fights undead should pick up a cloak of charisma as soon as possible.
The phylactery of undead turning (amulet of undead turning in 3.0) makes turning even easier because it doesn't add to your d20 roll, it increases your effective turning level by +4,
which amounts to an effective +12 on your turning check ... suddenly
those "unturnable" (for a CRAC) undead are turnable. This item is a
no-brainer for clerics fighting undead.
OK, so turning is a weird mechanic, with erratic results and risky odds. It's a holdover from the older game rules. Why keep it as-is when there are more elegant ways of doing it with the d20 system? With 3.5's adjustment of save-or-die effects, I'm surprised turning remained the same (if you're changing a bunch of stuff that didn't need to be changed, why not change something that could bear some changing?). Why not change it, maybe to something more damage-based? James Heard on my message boards suggested making turning something like sneak attak ... we already have an example of a scaling progression for that in the rogue class, and it shouldn't be too hard to adapt for the purpose of turning undead. The concern would be making it work so the cleric could affect multiple weak creatures or few tough creatures (making it a flat 1d6/2 levels like a sneak attack means that the high-level clerics are able to do serious damage to multiple tough undead, destroying dozens of CR-appropriate vampires with just 3 rounds of turning if they're all in the area). Maybe the cleric can do full damage to one creature in the area or divide the damage in half to affect multiple creatures....