Coalthirst's Universal Mindbender
(Enchantment/Charm)

Range:  5 yards
Components:  V, S, M
Duration:  Permanent
Casting Time:  1 day
Area of Effect:  One creature
Saving Throw:  Special

Using this spell, a high-level wizard can rewrite a creature's entire personality. All the subject's memories, mannerisms, preferences, beliefs, allegiances, and behaviour can be changed to fit the wizard's specifications. A rampaging giant could be made into a music loving pacifist, a virtuous knight into a cowardly libertine, a demented killer into a law abiding citizen - and vice versa.
There are limits on what the spell can accomplish. It cannot make subjects wiser, more intelligent, or more charismatic, though it can make them act more cautiously, thoughtfully, or pleasantly. It can also make subjects act more foolish, like feeblemind. The spell cannot bestow new skills or improve existing skills: class and level cannot be altered. However, it could make a fighter think like a thief, or make a wizard believe he is a priest. Furthermore, it will not function on creatures immune to enchantment/charm spells, including but not limited to golems, spirits, mindless creatures, and the undead.
To cast the spell, the wizard must be alone in a quiet, secure place with the subject, who must be physically restrained, magically held or charmed, or be cooperating with or unaware of the caster's goal in casting the mindbender. The caster burns rare incenses and draws arcane symbols on the subject with alchemical ointments - these components must cost at least 1000 gp, and greater amounts may be required for unusually large subjects, at the DM's discretion. Then the caster enters the subject's mind through a powerful telepathic link, and over the course of 24 hours, edits it. This ritual drains the wizard's energies, and for the next three days he is unable to cast any spells above fifth level.
At the completion of the ritual, the subject receives a saving throw versus spell at -4, subject to all other adjustments including Wisdom, specialization, and malisions or mind fog. Magic resistance also applies, as do the racial bonuses and immunities of elves, half-elves, dwarves, gnomes, and halflings. If the saving throw is failed, the subject's alignment and personality are permanently changed, and only a second application of the mindbender is sure to restore the old. A wish or restoration have only a 50% chance of succeeding, and the personality change cannot be dispelled, though subjects do radiate enchantment magic to appropriate detection spells and can be fended off by protection spells.
If the saving throw succeeds, the subject may eventually throw off the spell's effect. The spell's effects last as long as a charm monster (Player's Handbook, page 154) automatically. After that, any time the spell would cause the subject to act contrary to his former nature, he immediately receives a new saving throw, without the -4 adjustment, to regain his old personality.
Note that once the ritual is over, the wizard cannot again alter the subject's personality. The new personality is set, and if the subject throws off the enchantment, he cannot again be affected by a mindbender from that particular wizard.
Within the constraints noted above, the wizard can create whatever new personality he chooses. Amnesia can be induced, new backgrounds invented. The subject's emotional responses, his loves, hates, and fears, can be chosen. The subject can be made fanatically loyal to the wizard, homicidal, suicidal, or genial, contented, and charitable. Because it seems to deprive subjects of their free will, use of mindbender is an ethical dilemma for many good magicians, though most agree it is a humane alternative to imprisonment or death. Less scrupulous magicians find mindbender a most potent tool.

