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Turn Undead up to level L for D seconds.
Decrease the confidence (willingness to fight) of an undead creature, up to level L. Afflicted targets will disengage combat and attempt to run away in fear. For calculating magicka costs of this spell, the level needs to be converted into a magnitude, see Magnitude to Level Conversion. One implication is that the enemy levels affected by any Turn Undead spell will be less than the quoted values if your Spell Effectiveness is less than 100%.
- This effect can be gained for spell making and enchanting via spells or choosing the Ritual Birthsign.
- Turn Undead is among the most powerful disabling effects in the game. A zombie who is running is a zombie who isn't fighting you. With a good spell, you can send entire armies of undead running for the hills. Makes for excellent target practice.
- This spell is perfect against summoned undead since you disable the conjured creature but the summoner will not call for a new one.
- If you get in your target's way while he's running, he may still take a swing or two at you. Continual attacks may still bring the enemy back to retaliate.
- Fleeing enemies can bring in all sorts of trouble. Use caution when turning fast runners or for extended periods of time.
- With judicious use of terrain, this spell can also be deadly. Using this spell on undead to force them into and onto pit traps, spike traps, and swinging blade traps can effectively eliminate the undead threat entirely.
- If you are planning to use this spell to train, do not use it on townsfolk. It is considered a hostile spell and an assault. Instead, summon an undead of your own and cast this spell upon it to train.
 See also
- Magnitude to Level Conversion: Convert level into magnitude points.