Alter
Alignment (Reversible)
Level: 7
|
Type:
Enchantment/Charm
|
Range: Touch
|
Duration:
Permanent
|
AoE:
Creature Touched
|
Comp: V,
S, M
|
Speed: 1
turn per hit die of victim
|
Save: Neg.
|
Description: By
means of this dweomer, the spellcaster is able to change the
alignment of a creature. The spellcaster can seek to determine
exactly what alignment the victim will become, in which case the
victim receives a +4 to his saving throw. Otherwise, the new
alignment of the creature is determined randomly:
d%
Roll
|
Alignment
Result
|
1-11%
|
Lawful Good
|
12-22%
|
Lawful
Neutral
|
23-33%
|
Lawful Evil
|
34-44%
|
Neutral Good
|
45-56%
|
Neutral
|
57-67%
|
Neutral Evil
|
68-78%
|
Chaotic Good
|
79-89%
|
Chaotic
Neutral
|
90-100%
|
Chaotic Evil
|
If the
alignment rolled is the same as the alignment of the victim, then the
alignment of the victim remains the same. A remove curse,
limited wish, or wish can reverse the effects of an
alter alignment spell. The reverse of this spell is restore
alignment, which can also be used to restore the original
alignment of the victim.
Note that
creatures such as animals, insects, and so on are not effected by
this spell, nor are undead, golems, or other unnatural, non- or
animal intelligence creatures, or supernatural creatures for which an
alignment change would radically alter the very nature of the
creature. Only those beings that are able to freely choose and
determine their own alignment, or change their alignment through the
consequences of their actions, are effected by this spell.
The material
components for this spell are a compass or a weather vane, a set of
knucklebones, and a personal item belonging to the intended victim (a
strand of hair, a drop of blood, fingernail, etc.; or an item that
has been long-possessed and favored by the victim, such as a ring
that is always worn, a favorite weapon, etc.)
Copyright GA Norris 2011