TurnUndead
Present the holy symbol, the one aggressive act with a pre-battle procedure.
Full documentation: TurnUndead. Wire type: turn_undead.
Legal session modes: encounter
JSON Schema
{
"description": "Present the holy symbol, the one aggressive act with a pre-battle procedure.\n\nAn encounter must be open: exploration offers no candidates by definition, and\nin battle turning is a declaration kind. If any monster stands unturned, the\nsurvivors attack at once.\n\nModes:\n `encounter`\n\nRejections:\n - `session.command.wrong_mode` - no encounter is open.\n - `encounter.none_active` - a second check behind the mode gate, not\n reachable through normal play.\n - `encounter.turning.mid_pursuit` - no turning while being chased.\n - `session.command.unknown_member` - `character_id` names no party member.\n - `session.command.member_incapacitated` - the cleric cannot act.\n - `magic.turning.not_a_turner` - the class has no turn-undead ability.\n - `magic.turning.caster_incapacitated` - a condition prevents the attempt.\n\nEvents:\n `UndeadTurnedEvent` with the roll\n and the affected monsters (their conditions each their own event). When\n every monster is turned or destroyed the encounter ends\n (`EncounterEndedEvent`).\n Otherwise a `StanceChangedEvent`\n to attacks and battle opens\n (`BattleStartedEvent`).",
"properties": {
"command_type": {
"const": "turn_undead",
"default": "turn_undead",
"title": "Command Type",
"type": "string",
"description": "The wire discriminator. Each subclass fixes it to its own snake_case literal, like\n`\"move_party\"` or `\"open_door\"`, so you never set it yourself: constructing the subclass\ndoes. It's what `parse_command` and the\n`AnyCommand` union read to rebuild the right class\nfrom a serialized mapping, and it stays the same across releases."
},
"source": {
"anyOf": [
{
"minLength": 1,
"type": "string"
},
{
"type": "null"
}
],
"default": null,
"title": "Source",
"description": "An annotation naming the authored object (a trigger or quest id) or the game\nsystem on whose behalf the command was issued. Execution never reads it: a stamped\ncommand does exactly what the same command unstamped does. It is logged and replayed\nwith the command, so the log alone answers \"why did this happen\". Absent is `None`,\nand the empty string is not a value."
},
"character_id": {
"title": "Character Id",
"type": "string",
"description": "The cleric who presents the holy symbol, by\n`MemberView.id`. A class with no turning ability comes\nback as `magic.turning.not_a_turner`."
}
},
"required": [
"character_id"
],
"title": "TurnUndead",
"type": "object"
}