Pilpin's Alignment Charm
(Enchantment/Charm)

Range:  120 yards
Components:  V, S, M
Duration:  Permanent
Casting Time:  6
Area of Effect:  One creature
Saving Throw:  Special

This spell causes a single person (as defined in charm person) to act as if he had a different alignment than his own. The specific alignment is the wizard's choice, but must be chosen when the spell is memorised. An affected creature will wholeheartedly embrace the new alignment, seeing the error or foolishness of his past ways. Alignment detecting spells (detect evil or good, true seeing, etc.) will detect the creatures true alignment, but spells such as true seeing will also reveal that the creature is charmed.
The base saving throw is made at -3 if the change is only by one division (eg. lawful good to lawful neutral or neutral good). The saving throw is at -2 if the attempted alignment change is by two divisions (eg., lawful good to lawful evil, chaotic good, or neutral). If the attempted change is by three positions (eg., lawful good to neutral evil or chaotic neutral) the saving throw is at -1. For diametrically opposed alignments the saving throw is normal (eg., lawful good to chaotic evil). Furthermore, creatures and classes restricted to a specific alignment (paladins, druids, demons, etc.) get a +3 bonus to their saving throw. Creatures or classes restricted to specific morals or ethics (rangers, assassins, barbarians, etc.) get a +2 bonus to their saving throw if the alignment change conflicts with the restriction.
Pilpin's alignment charm is not affected by dispel magic, remove curse, or heal, but a restoration or (limited) wish spell will negate it. The material component of the spell is a small piece of wool soaked in the blood of a creature with the desired alignment.

