From my bug report (unsure if it sent, attempting to include a screenshot seemed to break the interface):
The Signal of the Silver Flame is a Trinket with the Lesser Turning characteristic:
"This will incrase the total number of Turn Undead attempts you can use. However, these additional Turn Undead attempts will only take effect after the wielder rests"
Having the trinket equipped before resting provides extra turn uses, much like how a Charisma boosting item does. However unlike a Charisma boosting item, the extra turns from a Lesser Turning item may not be used before switching to another item. Instead, a character has to keep the Lesser Turning item equipped, and use up all of their turn uses in order to use the extra turns.
I think this distinction between extra turns gained through boosts to Charisma and those gained through a Lesser Turning item may be related to the problem I have discovered tonight:
Removing the Signal of the Silver Flame will reduce a character's number of turns *every time that it is removed*, regardless of whether those are extra turns or not.
In order to recreate this problem:
(0. Acquire Signal of the Silver Flame: collect scarabs from the end chests in each necropolis 1 quest, mash them in the stone of change, bring the powder back to the necropolis and turn it in for a reward. i'd actually recommend the lesser undead guard item but for this you want the lesser turning item. the item is bound to character and minimum level 9)
1. Equip Signal of the Silver Flame. Notice in your combat dialogue that you will gain 2 turns upon rest.
2. Unequip Signal. Two turns are lost, and your combat dialogue says so as well.
repeat as needed.
Here is another thread on the same topic: http://forums.ddo.com/showthread.php?t=202998
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What this meant for me prior to Radiant Servant is that I would unload all of my DVs as early as possible so as to switch to another item. However Radiant Servant abilities (and regenerating Divine Might) provide more incentive for me to keep some turns in reserve, as well as to carry items that boost the number of turns I can use.
Are there any particular reasons why the extra turns provided by items such as the Signal differ from those provided by Charisma boosts?